/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Shader.h" #include "algorithmx.h" #ifdef BBGE_BUILD_SHADERS // GL_ARB_shader_objects PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL; PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL; PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL; PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL; PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL; PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL; PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL; PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL; PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL; PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL; PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL; PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL; PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL; PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL; PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL; PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL; PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL; PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL; PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL; PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL; #endif bool Shader::_wasInited = false; bool Shader::_useShaders = false; void Shader::staticInit() { if (_wasInited) return; _wasInited = true; debugLog("Initializing shaders..."); #if defined(BBGE_BUILD_SHADERS) && defined(BBGE_BUILD_OPENGL) char *ext = (char*)glGetString( GL_EXTENSIONS ); if( strstr( ext, "GL_ARB_shading_language_100" ) == NULL ) { //This extension string indicates that the OpenGL Shading Language, // version 1.00, is supported. debugLog("GL_ARB_shading_language_100 extension was not found"); /* MessageBox(NULL,"GL_ARB_shading_language_100 extension was not found", "ERROR",MB_OK|MB_ICONEXCLAMATION); */ goto end; } if( strstr( ext, "GL_ARB_shader_objects" ) == NULL ) { debugLog("GL_ARB_shader_objects extension was not found"); goto end; } else { #ifdef BBGE_BUILD_SDL glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB"); glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB"); glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB"); glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB"); glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB"); glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB"); glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB"); glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB"); glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB"); glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB"); glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB"); glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)SDL_GL_GetProcAddress("glGetActiveUniformARB"); glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)SDL_GL_GetProcAddress("glUniform1fvARB"); glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)SDL_GL_GetProcAddress("glUniform2fvARB"); glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)SDL_GL_GetProcAddress("glUniform3fvARB"); glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)SDL_GL_GetProcAddress("glUniform4fvARB"); glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)SDL_GL_GetProcAddress("glUniform1ivARB"); glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)SDL_GL_GetProcAddress("glUniform2ivARB"); glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)SDL_GL_GetProcAddress("glUniform3ivARB"); glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)SDL_GL_GetProcAddress("glUniform4ivARB"); #endif if( !glCreateProgramObjectARB || !glDeleteObjectARB || !glUseProgramObjectARB || !glCreateShaderObjectARB || !glCreateShaderObjectARB || !glCompileShaderARB || !glGetObjectParameterivARB || !glAttachObjectARB || !glGetInfoLogARB || !glLinkProgramARB || !glGetUniformLocationARB || !glGetActiveUniformARB || !glUniform1fvARB || !glUniform2fvARB || !glUniform3fvARB || !glUniform4fvARB || !glUniform1ivARB || !glUniform2ivARB || !glUniform3ivARB || !glUniform4ivARB) { glCreateProgramObjectARB = 0; debugLog("One or more GL_ARB_shader_objects functions were not found"); goto end; } } // everything fine when we are here _useShaders = true; #endif end: if (_useShaders) debugLog("Shader support enabled."); else debugLog("Shader support not enabled."); } Shader::Shader() { addType(SCO_SHADER); numUniforms = -1; uniformsDirty = false; #ifdef BBGE_BUILD_OPENGL g_programObj = 0; #endif } Shader::~Shader() { unload(); } void Shader::unload() { #ifdef BBGE_BUILD_SHADERS if (!_useShaders) return; if (g_programObj) { glDeleteObjectARB( g_programObj ); g_programObj = 0; } #endif } bool Shader::isLoaded() const { return g_programObj != 0; } void Shader::reload() { load(vertFile, fragFile); } void Shader::bind() { #ifdef BBGE_BUILD_SHADERS if (!_useShaders) return; glUseProgramObjectARB(g_programObj); _flushUniforms(); #endif } void Shader::unbind() { #ifdef BBGE_BUILD_SHADERS if (!_useShaders) return; glUseProgramObjectARB(0); #endif } unsigned int Shader::_compileShader(int type, const char *src, char *errbuf, size_t errbufsize) { #ifdef BBGE_BUILD_SHADERS GLint compiled = 0; GLhandleARB handle = glCreateShaderObjectARB(type); if(!handle) { std::ostringstream os; os << "Failed to create shader object of type " << type; debugLog(os.str()); return 0; } glShaderSourceARB( handle, 1, &src, NULL ); glCompileShaderARB( handle); glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); glGetInfoLogARB(handle, errbufsize, NULL, errbuf); if(!compiled) { glDeleteObjectARB(handle); handle = 0; } GLint err = glGetError(); if(err != GL_NO_ERROR) { std::ostringstream os; os << "Shader::_compileShader: Unexpected error " << err; errorLog(os.str()); } return handle; #endif return 0; } void Shader::load(const std::string &file, const std::string &fragFile) { staticInit(); if(!_useShaders) return; debugLog("Shader::load("+file+", "+fragFile+")"); this->vertFile = file; this->fragFile = fragFile; char *vertCode = file.length() ? readFile(file) : NULL; char *fragCode = fragFile.length() ? readFile(fragFile) : NULL; loadSrc(vertCode, fragCode); delete [] vertCode; delete [] fragCode; } void Shader::loadSrc(const char *vertCode, const char *fragCode) { staticInit(); unload(); if(!_useShaders) return; #ifdef BBGE_BUILD_SHADERS char str[4096]; GLhandleARB vertexShader = 0; GLhandleARB fragmentShader = 0; // // Create the vertex shader... // if(vertCode && *vertCode && !(vertexShader = _compileShader(GL_VERTEX_SHADER_ARB, vertCode, str, sizeof(str)))) { std::ostringstream os; os << "Vertex Shader Compile Error [" << vertFile << "]:\n" << str; errorLog(os.str()); return; } // // Create the fragment shader... // if(fragCode && *fragCode && !(fragmentShader = _compileShader(GL_FRAGMENT_SHADER_ARB, fragCode, str, sizeof(str)))) { std::ostringstream os; os << "Fragment Shader Compile Error [" << fragFile << "]:\n" << str; errorLog(os.str()); return; } // // Create a program object and attach the two compiled shaders... // g_programObj = glCreateProgramObjectARB(); if (!(g_programObj && (vertexShader || fragmentShader))) { errorLog("programObj / vertexShader / fragmentShader problem"); unload(); return; } // // Link the program object and print out the info log... // if(vertexShader) glAttachObjectARB( g_programObj, vertexShader ); if(fragmentShader) glAttachObjectARB( g_programObj, fragmentShader ); glLinkProgramARB( g_programObj ); // Shader objects will be deleted as soon as the program object is deleted if(vertexShader) glDeleteObjectARB(vertexShader); if(fragmentShader) glDeleteObjectARB(fragmentShader); GLint bLinked; glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked ); if(!bLinked) { glGetInfoLogARB( g_programObj, sizeof(str), NULL, str ); std::ostringstream os; os << "Shader Linking Error: " << str; errorLog(os.str()); unload(); return; } _queryUniforms(); #endif } void Shader::_setUniform(Uniform *u) { /*if(u->location == -1) { u->location = glGetUniformLocationARB(g_programObj, u->name); if(u->location == -1) { u->dirty = false; return; } }*/ switch(u->type) { case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f); break; case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f); break; case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f); break; case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f); break; case GL_INT: glUniform1ivARB(u->location, 1, u->data.i); break; case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i); break; case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i); break; case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i); break; } u->dirty = false; } void Shader::_flushUniforms() { if(!uniformsDirty) return; uniformsDirty = false; for(size_t i = 0; i < uniforms.size(); ++i) { Uniform &u = uniforms[i]; if(u.dirty) _setUniform(&u); } } // for sorting bool Shader::_sortUniform(const Uniform& a, const char *bname) { return strcmp(a.name, bname) < 0; } bool Shader::Uniform::operator< (const Uniform& b) const { return Shader::_sortUniform(*this, &b.name[0]); } void Shader::_queryUniforms() { glGetObjectParameterivARB(g_programObj, GL_OBJECT_ACTIVE_UNIFORMS_ARB , &numUniforms); if (numUniforms <= 0) return; uniforms.reserve(numUniforms); for (unsigned int i = 0; i < numUniforms; ++i) { Uniform u; GLint size = 0; GLenum type = 0; glGetActiveUniformARB(g_programObj, i, sizeof(u.name), NULL, &size, &type, &u.name[0]); if(!type || !size) continue; u.location = glGetUniformLocationARB(g_programObj, u.name); if(u.location == -1) continue; u.dirty = false; u.type = type; memset(&u.data, 0, sizeof(u.data)); uniforms.push_back(u); } // sort to be able to do binary search later std::sort(uniforms.begin(), uniforms.end()); } int Shader::_getUniformIndex(const char *name) { // binary search UniformVec::iterator it = stdx_fg::lower_bound(uniforms.begin(), uniforms.end(), name, _sortUniform); // because lower_bound returns the first element that compares less, it might not be the correct one if(it != uniforms.end() && strcmp(it->name, name)) return -1; return int(it - uniforms.begin()); } void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, int w /* = 0 */) { #if BBGE_BUILD_SHADERS if(!g_programObj || numUniforms <= 0) return; int idx = _getUniformIndex(name); if(unsigned(idx) >= uniforms.size()) return; Uniform& u = uniforms[idx]; u.data.i[0] = x; u.data.i[1] = y; u.data.i[2] = z; u.data.i[3] = w; u.dirty = true; uniformsDirty = true; #endif } void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* = 0 */, float w /* = 0 */) { #if BBGE_BUILD_SHADERS if(!g_programObj || numUniforms <= 0) return; int idx = _getUniformIndex(name); if(unsigned(idx) >= uniforms.size()) return; Uniform& u = uniforms[idx]; u.data.f[0] = x; u.data.f[1] = y; u.data.f[2] = z; u.data.f[3] = w; u.dirty = true; uniformsDirty = true; #endif }