mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-24 21:55:42 +00:00
99375127e1
- BBGE_BUILD_SHADERS defined - Blur enabled in config - Entering a "warplocalnode"-Node while taking damage These conditions caused it to enable shader related code while taking the screenshot for the warp transition, that caused a crash because the shader- related gl*() function pointers were not initialzed, because the current code never loads any shaders.
390 lines
11 KiB
C++
390 lines
11 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Shader.h"
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#ifdef BBGE_BUILD_WINDOWS
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#include <sys/stat.h>
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#endif
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#ifdef BBGE_BUILD_SHADERS
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// GL_ARB_shader_objects
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
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PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL;
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL;
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PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
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#endif
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bool Shader::_wasInited = false;
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bool Shader::_useShaders = false;
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void Shader::staticInit()
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{
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if (_wasInited)
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return;
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_wasInited = true;
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debugLog("Initializing shaders...");
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#if defined(BBGE_BUILD_SHADERS) && defined(BBGE_BUILD_OPENGL)
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char *ext = (char*)glGetString( GL_EXTENSIONS );
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if( strstr( ext, "GL_ARB_shading_language_100" ) == NULL )
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{
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//This extension string indicates that the OpenGL Shading Language,
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// version 1.00, is supported.
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debugLog("GL_ARB_shading_language_100 extension was not found");
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/*
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MessageBox(NULL,"GL_ARB_shading_language_100 extension was not found",
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"ERROR",MB_OK|MB_ICONEXCLAMATION);
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*/
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goto end;
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}
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if( strstr( ext, "GL_ARB_shader_objects" ) == NULL )
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{
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debugLog("GL_ARB_shader_objects extension was not found");
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goto end;
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}
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else
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{
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#ifdef BBGE_BUILD_GLFW
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)glfwGetProcAddress("glCreateProgramObjectARB");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)glfwGetProcAddress("glDeleteObjectARB");
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)glfwGetProcAddress("glUseProgramObjectARB");
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)glfwGetProcAddress("glCreateShaderObjectARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)glfwGetProcAddress("glShaderSourceARB");
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glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)glfwGetProcAddress("glCompileShaderARB");
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glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)glfwGetProcAddress("glGetObjectParameterivARB");
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)glfwGetProcAddress("glAttachObjectARB");
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glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)glfwGetProcAddress("glGetInfoLogARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)glfwGetProcAddress("glLinkProgramARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)glfwGetProcAddress("glGetUniformLocationARB");
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glUniform4fARB = (PFNGLUNIFORM4FARBPROC)glfwGetProcAddress("glUniform4fARB");
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glUniform1iARB = (PFNGLUNIFORM1IARBPROC)glfwGetProcAddress("glUniform1iARB");
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#endif
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#ifdef BBGE_BUILD_SDL
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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glUniform4fARB = (PFNGLUNIFORM4FARBPROC)SDL_GL_GetProcAddress("glUniform4fARB");
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glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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#endif
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if( !glCreateProgramObjectARB || !glDeleteObjectARB || !glUseProgramObjectARB ||
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!glCreateShaderObjectARB || !glCreateShaderObjectARB || !glCompileShaderARB ||
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!glGetObjectParameterivARB || !glAttachObjectARB || !glGetInfoLogARB ||
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!glLinkProgramARB || !glGetUniformLocationARB || !glUniform4fARB ||
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!glUniform1iARB )
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{
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glCreateProgramObjectARB = 0;
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debugLog("One or more GL_ARB_shader_objects functions were not found");
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goto end;
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}
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}
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// everything fine when we are here
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_useShaders = true;
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#endif
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end:
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if (_useShaders)
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debugLog("Shader support enabled.");
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else
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debugLog("Shader support not enabled.");
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}
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Shader::Shader()
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{
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loaded = false;
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mode = 0;
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#ifdef BBGE_BUILD_OPENGL
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g_vertexShader = 0;
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g_fragmentShader = 0;
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g_programObj = 0;
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vx = vy = vz = vw = 0;
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g_location_texture = 0;
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g_location_mode = 0;
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g_location_value = 0;
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#endif
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}
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Shader::~Shader()
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{
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#ifdef BBGE_BUILD_SHADERS
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if (!_useShaders)
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return;
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if (g_vertexShader)
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glDeleteObjectARB( g_vertexShader );
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if (g_fragmentShader)
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glDeleteObjectARB( g_fragmentShader );
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if (g_programObj)
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glDeleteObjectARB( g_programObj );
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#endif
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}
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bool Shader::isLoaded()
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{
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return loaded;
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}
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void Shader::setMode(int mode)
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{
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this->mode = mode;
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}
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void Shader::setValue(float x, float y, float z, float w)
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{
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vx = x;
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vy = y;
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vz = z;
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vw = w;
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}
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unsigned char *readShaderFile( const char *fileName )
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{
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debugLog("readShaderFile()");
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#ifdef BBGE_BUILD_WINDOWS
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FILE *file = fopen( fileName, "r" );
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if( file == NULL )
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{
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errorLog("Cannot open shader file!");
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return 0;
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}
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struct _stat fileStats;
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if( _stat( fileName, &fileStats ) != 0 )
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{
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errorLog("Cannot get file stats for shader file!");
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return 0;
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}
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unsigned char *buffer = new unsigned char[fileStats.st_size];
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int bytes = fread( buffer, 1, fileStats.st_size, file );
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buffer[bytes] = 0;
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fclose( file );
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debugLog("End readShaderFile()");
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return buffer;
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#else
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debugLog("End readShaderFile()");
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return 0;
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#endif
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}
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void Shader::reload()
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{
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load(vertFile, fragFile);
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}
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void Shader::bind()
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{
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#ifdef BBGE_BUILD_SHADERS
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if (!_useShaders)
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return;
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glUseProgramObjectARB( g_programObj );
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if( g_location_texture != -1 )
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glUniform1iARB( g_location_texture, 0 );
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if ( g_location_mode )
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glUniform1iARB( g_location_mode, mode);
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if ( g_location_value )
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glUniform4fARB( g_location_value, vx, vy, vz, vw);
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#endif
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}
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void Shader::unbind()
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{
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#ifdef BBGE_BUILD_SHADERS
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if (!_useShaders)
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return;
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glUseProgramObjectARB( NULL );
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#endif
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}
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void Shader::load(const std::string &file, const std::string &fragFile)
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{
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staticInit();
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loaded = false;
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#ifdef BBGE_BUILD_SHADERS
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if(!_useShaders)
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return;
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debugLog("Shader::load("+file+", "+fragFile+")");
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g_location_texture = 0;
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g_location_mode = 0;
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g_location_value = 0;
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try
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{
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debugLog("Shader::load 1");
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this->vertFile = file;
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this->fragFile = fragFile;
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//
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// If the required extension is present, get the addresses of its
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// functions that we wish to use...
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//
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const char *vertexShaderStrings[1];
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const char *fragmentShaderStrings[1];
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GLint bVertCompiled;
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GLint bFragCompiled;
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GLint bLinked;
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char str[4096];
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//
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// Create the vertex shader...
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//
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debugLog("Shader::load 2");
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g_vertexShader = glCreateShaderObjectARB( GL_VERTEX_SHADER_ARB );
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unsigned char *vertexShaderAssembly = readShaderFile( file.c_str() );
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vertexShaderStrings[0] = (char*)vertexShaderAssembly;
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glShaderSourceARB( g_vertexShader, 1, vertexShaderStrings, NULL );
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glCompileShaderARB( g_vertexShader);
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delete[] vertexShaderAssembly;
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glGetObjectParameterivARB( g_vertexShader, GL_OBJECT_COMPILE_STATUS_ARB,
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&bVertCompiled );
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if( bVertCompiled == false )
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//if (true)
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{
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glGetInfoLogARB(g_vertexShader, sizeof(str), NULL, str);
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std::ostringstream os;
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os << "Vertex Shader Compile Error: " << str;
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debugLog(os.str());
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return;
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}
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//
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// Create the fragment shader...
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//
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debugLog("Shader::load 3");
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g_fragmentShader = glCreateShaderObjectARB( GL_FRAGMENT_SHADER_ARB );
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unsigned char *fragmentShaderAssembly = readShaderFile( fragFile.c_str() );
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fragmentShaderStrings[0] = (char*)fragmentShaderAssembly;
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glShaderSourceARB( g_fragmentShader, 1, fragmentShaderStrings, NULL );
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glCompileShaderARB( g_fragmentShader );
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delete[] fragmentShaderAssembly;
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glGetObjectParameterivARB( g_fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB,
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&bFragCompiled );
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if( bFragCompiled == false )
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{
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glGetInfoLogARB( g_fragmentShader, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Fragment Shader Compile Error: " << str;
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debugLog(os.str());
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return;
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}
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debugLog("Shader::load 4");
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//
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// Create a program object and attach the two compiled shaders...
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//
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g_programObj = glCreateProgramObjectARB();
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if (!g_programObj || !g_vertexShader || !g_fragmentShader)
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{
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debugLog("programObj / vertexShader / fragmentShader problem");
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return;
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}
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glAttachObjectARB( g_programObj, g_vertexShader );
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glAttachObjectARB( g_programObj, g_fragmentShader );
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//
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// Link the program object and print out the info log...
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//
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glLinkProgramARB( g_programObj );
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glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked );
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debugLog("Shader::load 5");
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if( bLinked == false )
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{
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glGetInfoLogARB( g_programObj, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Shader Linking Error: " << str;
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debugLog(os.str());
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return;
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}
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//
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// Locate some parameters by name so we can set them later...
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//
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debugLog("Shader::load 6");
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g_location_texture = glGetUniformLocationARB( g_programObj, "tex" );
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g_location_mode = glGetUniformLocationARB( g_programObj, "mode" );
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g_location_value = glGetUniformLocationARB( g_programObj, "value" );
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debugLog("Shader::load 7");
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loaded = true;
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}
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catch(...)
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{
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debugLog("caught exception in shader::load");
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loaded = false;
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}
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#endif
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debugLog("End Shader::load()");
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}
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