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Aquaria/BBGE/Shader.cpp

336 lines
10 KiB
C++

/*
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 "Core.h"
#include "Shader.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;
PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL;
PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
#endif
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 (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()");
ttvfs::VFSFile *vf = core->vfs.GetFile(fileName);
if(!vf)
return NULL;
vf->getBuf();
unsigned char *buf = new unsigned char[vf->size() + 1];
memcpy(buf, vf->getBuf(), vf->size() + 1);
core->addVFSFileForDrop(vf);
return buf;
}
void Shader::reload()
{
load(vertFile, fragFile);
}
void Shader::bind()
{
#ifdef BBGE_BUILD_SHADERS
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
glUseProgramObjectARB( NULL );
#endif
}
void Shader::load(const std::string &file, const std::string &fragFile)
{
debugLog("Shader::load("+file+", "+fragFile+")");
loaded = false;
#ifdef BBGE_BUILD_SHADERS
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...
//
debugLog("Shader::load 2");
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);
*/
return;
}
debugLog("Shader::load 3");
if( strstr( ext, "GL_ARB_shader_objects" ) == NULL )
{
debugLog("GL_ARB_shader_objects extension was not found");
return;
}
else
{
// only do this once if it works
if (!glCreateProgramObjectARB)
{
#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");
return;
}
}
}
debugLog("Shader::load 4");
const char *vertexShaderStrings[1];
const char *fragmentShaderStrings[1];
GLint bVertCompiled;
GLint bFragCompiled;
GLint bLinked;
char str[4096];
//
// Create the vertex shader...
//
debugLog("Shader::load 5");
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 6");
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 7");
//
// 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 8");
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 9");
g_location_texture = glGetUniformLocationARB( g_programObj, "tex" );
g_location_mode = glGetUniformLocationARB( g_programObj, "mode" );
g_location_value = glGetUniformLocationARB( g_programObj, "value" );
debugLog("Shader::load 10");
loaded = true;
}
catch(...)
{
debugLog("caught exception in shader::load");
loaded = false;
}
#endif
debugLog("End Shader::load()");
}