| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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| 17 | |
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| 18 | #include "shader_data.h" |
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| 19 | |
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| 20 | #include "stdlibincl.h" |
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| 21 | #include "compiler.h" |
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| 22 | //#include <stdio.h> |
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| 23 | #include <fstream> |
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| 24 | |
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| 25 | #include "debug.h" |
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| 26 | |
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| 27 | |
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| 28 | #ifndef PARSELINELENGTH |
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| 29 | #define PARSELINELENGTH 512 //!< how many chars to read at once |
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| 30 | #endif |
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| 31 | |
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| 32 | |
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| 33 | ObjectListDefinition(ShaderData); |
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| 34 | |
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| 35 | /** |
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| 36 | * standard constructor |
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| 37 | */ |
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| 38 | ShaderData::ShaderData () |
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| 39 | { |
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| 40 | this->registerObject(this, ShaderData::_objectList); |
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| 41 | this->shaderProgram = 0; |
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| 42 | this->vertexShader = 0; |
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| 43 | this->fragmentShader = 0; |
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| 44 | } |
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| 45 | |
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| 46 | |
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| 47 | /// TODO fix that shaders are unloaded first. then loaded |
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| 48 | bool ShaderData::load(const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
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| 49 | { |
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| 50 | if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100) |
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| 51 | { |
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| 52 | this->shaderProgram = glCreateProgramObjectARB(); |
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| 53 | |
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| 54 | if (!vertexShaderFile.empty()) |
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| 55 | this->loadShaderProgramm(ShaderData::Vertex, vertexShaderFile); |
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| 56 | if (!fragmentShaderFile.empty()) |
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| 57 | this->loadShaderProgramm(ShaderData::Fragment, fragmentShaderFile); |
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| 58 | |
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| 59 | this->linkShaderProgram(); |
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| 60 | |
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| 61 | } |
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| 62 | else |
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| 63 | { |
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| 64 | PRINTF(2)("Shaders are not supported on your hardware\n"); |
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| 65 | } |
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| 66 | } |
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| 67 | |
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| 68 | /** |
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| 69 | * standard deconstructor |
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| 70 | */ |
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| 71 | ShaderData::~ShaderData () |
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| 72 | { |
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| 73 | if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB)) |
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| 74 | glUseProgramObjectARB(0); |
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| 75 | |
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| 76 | // delete what has to be deleted here |
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| 77 | this->deleteProgram(ShaderData::Vertex); |
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| 78 | this->deleteProgram(ShaderData::Fragment); |
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| 79 | |
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| 80 | if (this->fragmentShader != 0) |
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| 81 | { |
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| 82 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
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| 83 | glDeleteObjectARB(this->fragmentShader); |
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| 84 | } |
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| 85 | if (this->vertexShader != 0) |
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| 86 | { |
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| 87 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
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| 88 | glDeleteObjectARB(this->vertexShader); |
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| 89 | } |
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| 90 | if (this->shaderProgram != 0) |
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| 91 | { |
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| 92 | GLint status = 0; |
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| 93 | //glLinkProgramARB(this->shaderProgram); |
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| 94 | glDeleteObjectARB(this->shaderProgram); |
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| 95 | // link error checking |
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| 96 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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| 97 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 98 | this->printError(this->shaderProgram); |
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| 99 | } |
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| 100 | } |
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| 101 | |
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| 102 | bool ShaderData::loadShaderProgramm(ShaderData::Type type, const std::string& fileName) |
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| 103 | { |
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| 104 | GLhandleARB shader = 0; |
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| 105 | |
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| 106 | if (type != ShaderData::Vertex && type != ShaderData::Fragment) |
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| 107 | return false; |
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| 108 | this->deleteProgram(type); |
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| 109 | |
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| 110 | |
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| 111 | std::string program; |
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| 112 | if (!readShader(fileName, program)) |
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| 113 | return false; |
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| 114 | |
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| 115 | if (type == ShaderData::Vertex && GLEW_ARB_vertex_shader) |
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| 116 | { |
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| 117 | this->vertexShaderFile = fileName; |
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| 118 | |
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| 119 | shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
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| 120 | } |
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| 121 | |
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| 122 | if (type == ShaderData::Fragment && GLEW_ARB_fragment_shader) |
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| 123 | { |
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| 124 | this->fragmentShaderFile = fileName; |
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| 125 | |
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| 126 | shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
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| 127 | } |
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| 128 | |
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| 129 | if (shader != 0) |
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| 130 | { |
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| 131 | GLint status = 0; |
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| 132 | const char* prog = program.c_str(); |
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| 133 | |
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| 134 | glShaderSourceARB(shader, 1, &prog, NULL); |
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| 135 | glCompileShaderARB(shader); |
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| 136 | // checking on error. |
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| 137 | glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
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| 138 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 139 | this->printError(shader); |
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| 140 | else |
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| 141 | glAttachObjectARB(this->shaderProgram, shader); |
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| 142 | } |
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| 143 | return true; |
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| 144 | } |
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| 145 | |
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| 146 | |
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| 147 | void ShaderData::linkShaderProgram() |
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| 148 | { |
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| 149 | GLint status = 0; |
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| 150 | |
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| 151 | glLinkProgramARB(this->shaderProgram); |
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| 152 | // link error checking |
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| 153 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status); |
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| 154 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 155 | this->printError(this->shaderProgram); |
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| 156 | } |
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| 157 | |
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| 158 | |
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| 159 | bool ShaderData::readShader(const std::string& fileName, std::string& output) |
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| 160 | { |
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| 161 | char lineBuffer[PARSELINELENGTH]; |
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| 162 | |
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| 163 | std::ifstream shader; |
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| 164 | shader.open(fileName.c_str()); |
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| 165 | if (!shader.is_open()) |
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| 166 | return false; |
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| 167 | |
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| 168 | |
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| 169 | while (!shader.eof()) |
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| 170 | { |
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| 171 | shader.getline(lineBuffer, PARSELINELENGTH); |
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| 172 | output += lineBuffer; |
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| 173 | output += "\n"; |
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| 174 | } |
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| 175 | |
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| 176 | |
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| 177 | shader.close(); |
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| 178 | return true; |
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| 179 | } |
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| 180 | |
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| 181 | void ShaderData::bindShader(const char* name, const float* value, size_t size) |
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| 182 | { |
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| 183 | if (likely (this->shaderProgram != 0)) |
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| 184 | { |
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| 185 | glUseProgramObjectARB(this->shaderProgram); |
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| 186 | |
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| 187 | unsigned int location = glGetUniformLocationARB(this->shaderProgram, name); |
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| 188 | /* This is EXPENSIVE and should be avoided. */ |
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| 189 | |
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| 190 | if (size == 1) glUniform1fvARB(location, 1, value); |
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| 191 | else if (size == 2) glUniform2fvARB(location, 1, value); |
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| 192 | else if (size == 3) glUniform3fvARB(location, 1, value); |
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| 193 | else if (size == 4) glUniform4fvARB(location, 1, value); |
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| 194 | else if (size == 9) glUniformMatrix3fvARB(location, 1, false, value); |
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| 195 | else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value); |
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| 196 | |
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| 197 | } |
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| 198 | } |
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| 199 | |
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| 200 | void ShaderData::deleteProgram(ShaderData::Type type) |
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| 201 | { |
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| 202 | GLint status = 0; |
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| 203 | if (type == ShaderData::Vertex && this->vertexShader != 0) |
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| 204 | { |
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| 205 | this->vertexShaderFile = ""; |
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| 206 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
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| 207 | glDeleteObjectARB(this->vertexShader); |
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| 208 | glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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| 209 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 210 | ShaderData::printError(this->vertexShader); |
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| 211 | this->vertexShader = 0; |
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| 212 | } |
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| 213 | else if (type == ShaderData::Fragment && this->fragmentShader != 0) |
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| 214 | { |
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| 215 | this->fragmentShaderFile = ""; |
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| 216 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
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| 217 | glDeleteObjectARB(this->fragmentShader); |
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| 218 | glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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| 219 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 220 | ShaderData::printError(this->fragmentShader); |
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| 221 | this->fragmentShader = 0; |
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| 222 | } |
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| 223 | else |
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| 224 | return; |
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| 225 | } |
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| 226 | |
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| 227 | |
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| 228 | void ShaderData::printError(GLhandleARB program) |
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| 229 | { |
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| 230 | if (program == 0) |
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| 231 | return; |
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| 232 | |
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| 233 | int infologLength = 0; |
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| 234 | int charsWritten = 0; |
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| 235 | char *infoLog; |
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| 236 | |
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| 237 | glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB, |
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| 238 | &infologLength); |
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| 239 | |
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| 240 | if (infologLength > 0) |
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| 241 | { |
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| 242 | infoLog = new char[infologLength+1]; |
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| 243 | glGetInfoLogARB(program, infologLength, &charsWritten, infoLog); |
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| 244 | printf("%s\n", infoLog); |
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| 245 | delete[] infoLog; |
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| 246 | } |
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| 247 | } |
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| 248 | |
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| 249 | void ShaderData::debug() const |
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| 250 | { |
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| 251 | PRINT(3)("ShaderData info: (SHADER: %d)\n", this->shaderProgram); |
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| 252 | if (this->vertexShader != 0) |
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| 253 | { |
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| 254 | /* PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile); |
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| 255 | if (this->vertexShaderSource != NULL) |
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| 256 | for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++) |
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| 257 | PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i)); |
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| 258 | } |
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| 259 | if (this->fragmentShader != 0) |
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| 260 | { |
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| 261 | PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile); |
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| 262 | if (this->fragmentShaderSource != NULL) |
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| 263 | for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++) |
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| 264 | PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/ |
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| 265 | } |
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| 266 | } |
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| 267 | |
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