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Shader.cpp
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#include "Shader.h"
#include <stdio.h>
#include <iostream>
#include <sstream>
#include <fstream>
#include <string>
#include "glInfo.h"
#include <algorithm>
bool Shader::s_bInitialized = false;
Shader* Shader::s_pCurrent = NULL;
const int MAX_LOG_STRING = 1024;
char logstring[MAX_LOG_STRING];
GLhandleARB Shader::loadShader(const std::string& filestr)
{
// std::string filestr(filename);
bool vertexshader = false;
bool fragmentshader = false;
bool geometryshader = false;
if(filestr.find(".vert") != std::string::npos){
vertexshader=true;
}else{
if(filestr.find(".frag") != std::string::npos){
fragmentshader=true;
}
#ifdef USE_GEOMETRY_SHADER
else{
if(filestr.find(".geo") != std::string::npos){
geometryshader=true;
}
#endif
}
if(!vertexshader && !fragmentshader&& !geometryshader )
return 0;
std::ifstream file(filestr.c_str());
if(!file)
return 0;
std::stringstream buffer;
buffer << file.rdbuf();
file.close();
std::string s = buffer.str();
GLcharARB * source = new GLcharARB[4*(buffer.str().size()/4+1)];
if(source == 0)
return 0;
unsigned int i;
for(i =0; i < buffer.str().size(); ++i){
source[i] = s[i];
}
source[i] = '\0';
GLhandleARB so = 0;
if(vertexshader)
so = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if(fragmentshader)
so = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
#ifdef USE_GEOMETRY_SHADER
if(geometryshader)
so = glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB);
#endif
glShaderSourceARB(so, 1,(const GLcharARB**) &source, 0);
return so;
}
bool Shader::compileShader(GLhandleARB object)
{
if(object==0)
return false;
glCompileShaderARB(object);
int status;
glGetObjectParameterivARB(object, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if(status==0){
int length = 0;
glGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
if(length>0){
GLsizei minlength = std::min(MAX_LOG_STRING,length);
glGetInfoLogARB(object, minlength, 0, logstring);
std::cerr << logstring << std::endl;
}
return false;
}
return true;
}
GLhandleARB Shader::linkShaders(GLhandleARB* object, const unsigned int& nb)
{
if(object==0)
return 0;
GLhandleARB po = 0;
po = glCreateProgramObjectARB();
for(unsigned int i = 0; i < nb; ++i){
if(object[i]>0)
glAttachObjectARB(po,object[i]);
}
glLinkProgramARB(po);
int status;
glGetObjectParameterivARB(po, GL_OBJECT_LINK_STATUS_ARB, &status);
if(status==0){
int length = 0;
glGetObjectParameterivARB(po, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
if(length>0){
GLsizei minlength = std::min(MAX_LOG_STRING,length);
glGetInfoLogARB(po, minlength, 0, logstring);
std::cerr << logstring << std::endl;
}
return 0;
}
return po;
}
/*
void Shader::PrintSupportedExtensions()
{
std::stringstream extensions = std::stringstream((char*)(glGetString(GL_EXTENSIONS)));
std::cout << "Supported extensions :" << std::endl;
while(!extensions.eof()) {
std::string str("end");
extensions >> str;
std::cout << "- " << str << std::endl;
}
}
bool Shader::isExtensionSupported(const std::string& ext)
{
std::string extensions = std::string((char*)(glGetString(GL_EXTENSIONS)));
if(extensions.find(ext) != std::string::npos)
return true;
std::cerr << "WARNING : Extension \"" << ext << "\" is not supported" << std::endl;
return false;
}
*/
bool Shader::Init()
{
s_bInitialized = true;
s_pCurrent = NULL;
if(! glInfo::getInstance().isExtensionSupported("GL_ARB_shading_language_100") )
s_bInitialized = false;
return s_bInitialized;
}
bool Shader::Load(const std::string& name)
{
std::cerr << "Loading shader " << name << std::endl;
const std::string extensions = "";
if(!s_bInitialized)
if(!Init())
return false;
if(!extensions.empty()) {
std::stringstream ss( extensions );
std::string it;
while(std::getline(ss, it, ' '))
{
glInfo::getInstance().isExtensionSupported(it);
}
}
m_strName = name;
GLhandleARB so[3];
memset(so, 0, sizeof(GLhandleARB)*3);
std::string s1 = "./shaders/"+name+".vert";
so[0] = loadShader(s1);
if(so[0]==0){
std::cerr << "loading shader "+s1+" failed (exiting...)" << std::endl;
return false;
}
if(!compileShader(so[0])){
std::cerr << "compiling shader "+s1+" failed (exiting...)" << std::endl;
return false;
}
std::string s2 = "./shaders/"+name+".frag";
so[1] = loadShader(s2);
if(so[1]==0){
std::cerr << "loading shader "+s2+" failed (exiting...)" << std::endl;
return false;
}
if(!compileShader(so[1])){
std::cerr << "compiling shader "+s2+" failed (exiting...)" << std::endl;
return false;
}
m_nProgram = linkShaders(so,2);
glDeleteObjectARB(so[0]);
glDeleteObjectARB(so[1]);
return true;
}
void Shader::Destroy()
{
Deactivate();
glDeleteObjectARB(m_nProgram);
m_nProgram = 0;
}
bool Shader::Activate()
{
if(!m_nProgram) {
// std::cerr << "utilisation du shader "+m_strName+" mal charge" << std::endl;
return false;
}
s_pCurrent = this;
glUseProgramObjectARB(m_nProgram);
return true;
}
void Shader::Deactivate()
{
s_pCurrent = NULL;
glUseProgramObjectARB(0);
}
// Le shader doit être activé avant
void Shader::UniformTexture(const std::string& ext, GLint slot)
{
glActiveTexture(GL_TEXTURE0+slot);
// if(pTex) pTex->Bind(slot);
int id = glGetUniformLocation(m_nProgram, ext.c_str());
glUniform1iARB(id, slot);
}
// Le shader doit être activé avant
void Shader::Uniform(const std::string& ext, GLint value)
{
int id = glGetUniformLocation(m_nProgram, ext.c_str());
glUniform1iARB(id, value);
}
// Le shader doit être activé avant
void Shader::Uniform(const std::string& ext, GLfloat value)
{
int id = glGetUniformLocation(m_nProgram, ext.c_str());
glUniform1fARB(id, value);
}
// Le shader doit être activé avant
void Shader::Uniform(const std::string& ext, const vec2& value)
{
int id = glGetUniformLocation(m_nProgram, ext.c_str());
glUniform2fvARB(id, 1, value);
}
// Le shader doit être activé avant
void Shader::Uniform(const std::string& ext, const vec3& value)
{
int id = glGetUniformLocation(m_nProgram, ext.c_str());
glUniform3fvARB(id, 1, value);
}