/* 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" #ifdef BBGE_BUILD_WINDOWS #include #endif #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; PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL; PFNGLUNIFORM1IARBPROC glUniform1iARB = 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_GLFW glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)glfwGetProcAddress("glCreateProgramObjectARB"); glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)glfwGetProcAddress("glDeleteObjectARB"); glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)glfwGetProcAddress("glUseProgramObjectARB"); glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)glfwGetProcAddress("glCreateShaderObjectARB"); glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)glfwGetProcAddress("glShaderSourceARB"); glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)glfwGetProcAddress("glCompileShaderARB"); glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)glfwGetProcAddress("glGetObjectParameterivARB"); glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)glfwGetProcAddress("glAttachObjectARB"); glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)glfwGetProcAddress("glGetInfoLogARB"); glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)glfwGetProcAddress("glLinkProgramARB"); glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)glfwGetProcAddress("glGetUniformLocationARB"); glUniform4fARB = (PFNGLUNIFORM4FARBPROC)glfwGetProcAddress("glUniform4fARB"); glUniform1iARB = (PFNGLUNIFORM1IARBPROC)glfwGetProcAddress("glUniform1iARB"); #endif #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"); glUniform4fARB = (PFNGLUNIFORM4FARBPROC)SDL_GL_GetProcAddress("glUniform4fARB"); glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB"); #endif if( !glCreateProgramObjectARB || !glDeleteObjectARB || !glUseProgramObjectARB || !glCreateShaderObjectARB || !glCreateShaderObjectARB || !glCompileShaderARB || !glGetObjectParameterivARB || !glAttachObjectARB || !glGetInfoLogARB || !glLinkProgramARB || !glGetUniformLocationARB || !glUniform4fARB || !glUniform1iARB ) { 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() { loaded = false; mode = 0; #ifdef BBGE_BUILD_OPENGL g_vertexShader = 0; g_fragmentShader = 0; g_programObj = 0; vx = vy = vz = vw = 0; g_location_texture = 0; g_location_mode = 0; g_location_value = 0; #endif } Shader::~Shader() { #ifdef BBGE_BUILD_SHADERS if (!_useShaders) return; if (g_vertexShader) glDeleteObjectARB( g_vertexShader ); if (g_fragmentShader) glDeleteObjectARB( g_fragmentShader ); if (g_programObj) glDeleteObjectARB( g_programObj ); #endif } bool Shader::isLoaded() { return loaded; } void Shader::setMode(int mode) { this->mode = mode; } void Shader::setValue(float x, float y, float z, float w) { vx = x; vy = y; vz = z; vw = w; } unsigned char *readShaderFile( const char *fileName ) { debugLog("readShaderFile()"); #ifdef BBGE_BUILD_WINDOWS FILE *file = fopen( fileName, "r" ); // FIXME: should this code ever be re-activated, adjust to VFS! -- fg if( file == NULL ) { errorLog("Cannot open shader file!"); return 0; } struct _stat fileStats; if( _stat( fileName, &fileStats ) != 0 ) { errorLog("Cannot get file stats for shader file!"); return 0; } unsigned char *buffer = new unsigned char[fileStats.st_size]; int bytes = fread( buffer, 1, fileStats.st_size, file ); buffer[bytes] = 0; fclose( file ); debugLog("End readShaderFile()"); return buffer; #else debugLog("End readShaderFile()"); return 0; #endif } void Shader::reload() { load(vertFile, fragFile); } void Shader::bind() { #ifdef BBGE_BUILD_SHADERS if (!_useShaders) return; glUseProgramObjectARB( g_programObj ); if( g_location_texture != -1 ) glUniform1iARB( g_location_texture, 0 ); if ( g_location_mode ) glUniform1iARB( g_location_mode, mode); if ( g_location_value ) glUniform4fARB( g_location_value, vx, vy, vz, vw); #endif } void Shader::unbind() { #ifdef BBGE_BUILD_SHADERS if (!_useShaders) return; glUseProgramObjectARB( NULL ); #endif } void Shader::load(const std::string &file, const std::string &fragFile) { staticInit(); loaded = false; #ifdef BBGE_BUILD_SHADERS if(!_useShaders) return; debugLog("Shader::load("+file+", "+fragFile+")"); g_location_texture = 0; g_location_mode = 0; g_location_value = 0; try { debugLog("Shader::load 1"); this->vertFile = file; this->fragFile = fragFile; // // If the required extension is present, get the addresses of its // functions that we wish to use... // const char *vertexShaderStrings[1]; const char *fragmentShaderStrings[1]; GLint bVertCompiled; GLint bFragCompiled; GLint bLinked; char str[4096]; // // Create the vertex shader... // debugLog("Shader::load 2"); g_vertexShader = glCreateShaderObjectARB( GL_VERTEX_SHADER_ARB ); unsigned char *vertexShaderAssembly = readShaderFile( file.c_str() ); vertexShaderStrings[0] = (char*)vertexShaderAssembly; glShaderSourceARB( g_vertexShader, 1, vertexShaderStrings, NULL ); glCompileShaderARB( g_vertexShader); delete[] vertexShaderAssembly; glGetObjectParameterivARB( g_vertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &bVertCompiled ); if( bVertCompiled == false ) //if (true) { glGetInfoLogARB(g_vertexShader, sizeof(str), NULL, str); std::ostringstream os; os << "Vertex Shader Compile Error: " << str; debugLog(os.str()); return; } // // Create the fragment shader... // debugLog("Shader::load 3"); g_fragmentShader = glCreateShaderObjectARB( GL_FRAGMENT_SHADER_ARB ); unsigned char *fragmentShaderAssembly = readShaderFile( fragFile.c_str() ); fragmentShaderStrings[0] = (char*)fragmentShaderAssembly; glShaderSourceARB( g_fragmentShader, 1, fragmentShaderStrings, NULL ); glCompileShaderARB( g_fragmentShader ); delete[] fragmentShaderAssembly; glGetObjectParameterivARB( g_fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB, &bFragCompiled ); if( bFragCompiled == false ) { glGetInfoLogARB( g_fragmentShader, sizeof(str), NULL, str ); std::ostringstream os; os << "Fragment Shader Compile Error: " << str; debugLog(os.str()); return; } debugLog("Shader::load 4"); // // Create a program object and attach the two compiled shaders... // g_programObj = glCreateProgramObjectARB(); if (!g_programObj || !g_vertexShader || !g_fragmentShader) { debugLog("programObj / vertexShader / fragmentShader problem"); return; } glAttachObjectARB( g_programObj, g_vertexShader ); glAttachObjectARB( g_programObj, g_fragmentShader ); // // Link the program object and print out the info log... // glLinkProgramARB( g_programObj ); glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked ); debugLog("Shader::load 5"); if( bLinked == false ) { glGetInfoLogARB( g_programObj, sizeof(str), NULL, str ); std::ostringstream os; os << "Shader Linking Error: " << str; debugLog(os.str()); return; } // // Locate some parameters by name so we can set them later... // debugLog("Shader::load 6"); g_location_texture = glGetUniformLocationARB( g_programObj, "tex" ); g_location_mode = glGetUniformLocationARB( g_programObj, "mode" ); g_location_value = glGetUniformLocationARB( g_programObj, "value" ); debugLog("Shader::load 7"); loaded = true; } catch(...) { debugLog("caught exception in shader::load"); loaded = false; } #endif debugLog("End Shader::load()"); }