File: GLSLShader.cpp

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/******************************************************************************
*       SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4      *
*                (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS                    *
*                                                                             *
* This library is free software; you can redistribute it and/or modify it     *
* under the terms of the GNU Lesser General Public License as published by    *
* the Free Software Foundation; either version 2.1 of the License, or (at     *
* your option) any later version.                                             *
*                                                                             *
* This library 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 Lesser General Public License *
* for more details.                                                           *
*                                                                             *
* You should have received a copy of the GNU Lesser General Public License    *
* along with this library; if not, write to the Free Software Foundation,     *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301 USA.          *
*******************************************************************************
*                              SOFA :: Framework                              *
*                                                                             *
* Authors: M. Adam, J. Allard, B. Andre, P-J. Bensoussan, S. Cotin, C. Duriez,*
* H. Delingette, F. Falipou, F. Faure, S. Fonteneau, L. Heigeas, C. Mendoza,  *
* M. Nesme, P. Neumann, J-P. de la Plata Alcade, F. Poyer and F. Roy          *
*                                                                             *
* Contact information: contact@sofa-framework.org                             *
******************************************************************************/
#include <sofa/helper/gl/GLSLShader.h>
#include <stdlib.h>
#include <math.h>
#include <fstream>
#include <iostream>

namespace sofa
{

namespace helper
{

namespace gl
{

bool GLSLShader::InitGLSL()
{
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
        return false;
    }
//     fprintf(stdout, "GLSLShader: Using GLEW %s\n", glewGetString(GLEW_VERSION));

    // Make sure find the GL_ARB_shader_objects extension so we can use shaders.
    if(!GLEW_ARB_shader_objects)
    {
        fprintf(stderr, "Error: GL_ARB_shader_objects extension not supported!\n");
        return false;
    }

    // Make sure we support the GLSL shading language 1.0
    if(!GLEW_ARB_shading_language_100)
    {
        fprintf(stderr, "Error: GL_ARB_shading_language_100 extension not supported!\n");
        return false;
    }
    // Return a success!
    return true;
}

GLSLShader::GLSLShader()
{
    m_hVertexShader = 0; //NULL;
    m_hGeometryShader = 0; //NULL;
    m_hFragmentShader = 0; //NULL;
    m_hProgramObject = 0; //NULL;
    geometry_input_type = -1;
    geometry_output_type = -1;
    geometry_vertices_out = -1;
    header = "";
}

GLSLShader::~GLSLShader()
{
	// BUGFIX: if the GL context is gone, this can crash the application on exit -- Jeremie A.
	//Release();
}

void GLSLShader::AddHeader(const std::string &header)
{
	this->header += header;
	this->header += "\n";
}

void GLSLShader::AddDefineMacro(const std::string &name, const std::string &value)
{
	AddHeader("#define " + name + " " + value);
}

///	This function loads and returns a text file for our shaders
std::string GLSLShader::LoadTextFile(const std::string& strFile)
{
	// Open the file passed in
	std::ifstream fin(strFile.c_str());

	// Make sure we opened the file correctly
	if(!fin)
		return "";

	std::string strLine = "";
	std::string strText = "";

	// Go through and store each line in the text file within a "string" object
	while(std::getline(fin, strLine))
	{
		strText = strText + "\n" + strLine;
	}

	// Close our file
	fin.close();

	// Return the text file's data
	return strText;
}

///	This function compiles a shader and check the log
bool GLSLShader::CompileShader(GLint target, const std::string& source, GLhandleARB& shader)
{
    const char* stype = "";
    if (target == GL_VERTEX_SHADER_ARB) stype = "vertex";
    else if (target == GL_FRAGMENT_SHADER_ARB) stype = "fragment";
#ifdef GL_GEOMETRY_SHADER_EXT
    else if (target == GL_GEOMETRY_SHADER_EXT) stype = "geometry";
#endif

    shader = glCreateShaderObjectARB(target);

    const char* src = source.c_str();

    glShaderSourceARB(shader, 1, &src, NULL);

    glCompileShaderARB(shader);

    GLint compiled = 0, length = 0, laux = 0;
    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
    if (!compiled) std::cerr << "ERROR: Compilation of "<<stype<<" shader failed:\n"<<src<<std::endl;
//     else std::cout << "Compilation of "<<stype<<" shader OK" << std::endl;
    glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
    if (length)
    {
        GLcharARB *logString = (GLcharARB *)malloc((length+1) * sizeof(GLcharARB));
        glGetInfoLogARB(shader, length, &laux, logString);
        std::cerr << logString << std::endl;
        free(logString);
    }
    return (compiled!=0);
}

///	This function loads a vertex and fragment shader file
void GLSLShader::InitShaders(const std::string& strVertex, const std::string& strGeometry, const std::string& strFragment)
{
    // Make sure the user passed in at least a vertex and fragment shader file
    if(!strVertex.length() || !strFragment.length())
	return;

    // If any of our shader pointers are set, let's free them first.
    if(m_hVertexShader || m_hGeometryShader || m_hFragmentShader || m_hProgramObject)
	Release();

    bool ready = true;

    // Now we load and compile the shaders from their respective files
    ready &= CompileShader( GL_VERTEX_SHADER_ARB, header + LoadTextFile(strVertex), m_hVertexShader );
    if (!strGeometry.empty())
    {
#ifdef GL_GEOMETRY_SHADER_EXT
	ready &= CompileShader( GL_GEOMETRY_SHADER_EXT, LoadTextFile(strGeometry), m_hGeometryShader );
#else
	std::cerr << "SHADER ERROR: GL_GEOMETRY_SHADER_EXT not defined. Please use a recent version of GLEW.\n";
	ready = false;
#endif
    }
    ready &= CompileShader( GL_FRAGMENT_SHADER_ARB, header + LoadTextFile(strFragment), m_hFragmentShader );

    if (!ready)
    {
	std::cerr << "SHADER compilation failed.\n";
	return;
    }

    // Next we create a program object to represent our shaders
    m_hProgramObject = glCreateProgramObjectARB();

    // We attach each shader we just loaded to our program object
    glAttachObjectARB(m_hProgramObject, m_hVertexShader);
#ifdef GL_GEOMETRY_SHADER_EXT
    if (m_hGeometryShader)
	glAttachObjectARB(m_hProgramObject, m_hGeometryShader);
#endif
    glAttachObjectARB(m_hProgramObject, m_hFragmentShader);

#ifdef GL_GEOMETRY_SHADER_EXT
    if (m_hGeometryShader)
    {
	    if (geometry_input_type != -1) glProgramParameteriEXT(m_hProgramObject, GL_GEOMETRY_INPUT_TYPE_EXT, geometry_input_type );
	    if (geometry_output_type != -1) glProgramParameteriEXT(m_hProgramObject, GL_GEOMETRY_OUTPUT_TYPE_EXT, geometry_output_type );
	    if (geometry_vertices_out != -1) glProgramParameteriEXT(m_hProgramObject, GL_GEOMETRY_VERTICES_OUT_EXT, geometry_vertices_out );
    }
#endif
    // Our last init function is to link our program object with OpenGL
    glLinkProgramARB(m_hProgramObject);

    GLint linked = 0, length = 0, laux = 0;
    glGetObjectParameterivARB(m_hProgramObject, GL_OBJECT_LINK_STATUS_ARB, &linked);
    if (!linked) std::cerr << "ERROR: Link of program shader failed:\n"<<std::endl;
//     else std::cout << "Link of program shader OK" << std::endl;
    glGetObjectParameterivARB(m_hProgramObject, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
    if (length)
    {
        GLcharARB *logString = (GLcharARB *)malloc((length+1) * sizeof(GLcharARB));
        glGetInfoLogARB(m_hProgramObject, length, &laux, logString);
        std::cerr << logString << std::endl;
        free(logString);
    }

    // Now, let's turn off the shader initially.
    glUseProgramObjectARB(0);
}


void GLSLShader::SetInt(GLint variable, int newValue)                              { if (variable!=-1) glUniform1iARB(variable, newValue);       }
void GLSLShader::SetInt2(GLint variable, int i1, int i2)                           { if (variable!=-1) glUniform2iARB(variable, i1, i2);         }
void GLSLShader::SetInt3(GLint variable, int i1, int i2, int i3)                   { if (variable!=-1) glUniform3iARB(variable, i1, i2, i3);     }
void GLSLShader::SetInt4(GLint variable, int i1, int i2, int i3, int i4)           { if (variable!=-1) glUniform4iARB(variable, i1, i2, i3, i4); }
void GLSLShader::SetFloat(GLint variable, float newValue)                          { if (variable!=-1) glUniform1fARB(variable, newValue);       }
void GLSLShader::SetFloat2(GLint variable, float v0, float v1)                     { if (variable!=-1) glUniform2fARB(variable, v0, v1);         }
void GLSLShader::SetFloat3(GLint variable, float v0, float v1, float v2)           { if (variable!=-1) glUniform3fARB(variable, v0, v1, v2);     }
void GLSLShader::SetFloat4(GLint variable, float v0, float v1, float v2, float v3) { if (variable!=-1) glUniform4fARB(variable, v0, v1, v2, v3); }

void GLSLShader::SetIntVector(GLint variable, GLsizei count, const GLint *value)     { if (variable!=-1) glUniform1ivARB(variable, count, value);   }
void GLSLShader::SetIntVector2(GLint variable, GLsizei count, const GLint *value)    { if (variable!=-1) glUniform2ivARB(variable, count, value);   }
void GLSLShader::SetIntVector3(GLint variable, GLsizei count, const GLint *value)    { if (variable!=-1) glUniform3ivARB(variable, count, value);   }
void GLSLShader::SetIntVector4(GLint variable, GLsizei count, const GLint *value)    { if (variable!=-1) glUniform4ivARB(variable, count, value);   }

void GLSLShader::SetFloatVector(GLint variable, GLsizei count, const float *value) { if (variable!=-1) glUniform1fvARB(variable, count, value);   }
void GLSLShader::SetFloatVector2(GLint variable, GLsizei count, const float *value){ if (variable!=-1) glUniform2fvARB(variable, count, value);   }
void GLSLShader::SetFloatVector3(GLint variable, GLsizei count, const float *value){ if (variable!=-1) glUniform3fvARB(variable, count, value);   }
void GLSLShader::SetFloatVector4(GLint variable, GLsizei count, const float *value){ if (variable!=-1) glUniform4fvARB(variable, count, value);   }


// These 2 functions turn on and off our shader
void GLSLShader::TurnOn()	{ if (m_hProgramObject) glUseProgramObjectARB(m_hProgramObject); }
void GLSLShader::TurnOff()	{ if (m_hProgramObject) glUseProgramObjectARB(0);                }

///	This function returns a variable ID for a shader variable
GLint GLSLShader::GetVariable(std::string strVariable)
{
	// If we don't have an active program object, let's return -1
	if(!m_hProgramObject)
		return -1;

	// This returns the variable ID for a variable that is used to find
	// the address of that variable in memory.
	return glGetUniformLocationARB(m_hProgramObject, strVariable.c_str());
}

GLint GLSLShader::GetAttributeVariable(std::string strVariable)
{
	// If we don't have an active program object, let's return -1
	if(!m_hProgramObject)
		return -1;

	// This returns the variable ID for a variable that is used to find
	// the address of that variable in memory.
	return glGetAttribLocationARB(m_hProgramObject, strVariable.c_str());
}


///	This function frees all of our shader data
void GLSLShader::Release()
{
	// If our vertex shader pointer is valid, free it
	if(m_hVertexShader)
	{
		glDetachObjectARB(m_hProgramObject, m_hVertexShader);
		glDeleteObjectARB(m_hVertexShader);
		m_hVertexShader = 0; //NULL;
	}

	// If our geometry shader pointer is valid, free it
	if(m_hGeometryShader)
	{
		glDetachObjectARB(m_hProgramObject, m_hGeometryShader);
		glDeleteObjectARB(m_hGeometryShader);
		m_hGeometryShader = 0; //NULL;
	}

	// If our fragment shader pointer is valid, free it
	if(m_hFragmentShader)
	{
		glDetachObjectARB(m_hProgramObject, m_hFragmentShader);
		glDeleteObjectARB(m_hFragmentShader);
		m_hFragmentShader = 0; //NULL;
	}

	// If our program object pointer is valid, free it
	if(m_hProgramObject)
	{
		glDeleteObjectARB(m_hProgramObject);
		m_hProgramObject = 0; //NULL;
	}
}

} // namespace gl

} // namespace helper

} // namespace sofa