1 | /****************************************************************************** |
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2 | * SAGE - Scalable Adaptive Graphics Environment |
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3 | * |
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4 | * Copyright (C) 2004 Electronic Visualization Laboratory, |
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5 | * University of Illinois at Chicago |
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6 | * |
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7 | * All rights reserved. |
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8 | * |
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9 | * Redistribution and use in source and binary forms, with or without |
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10 | * modification, are permitted provided that the following conditions are met: |
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11 | * |
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12 | * * Redistributions of source code must retain the above copyright |
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13 | * notice, this list of conditions and the following disclaimer. |
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14 | * * Redistributions in binary form must reproduce the above |
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15 | * copyright notice, this list of conditions and the following disclaimer |
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16 | * in the documentation and/or other materials provided with the distribution. |
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17 | * * Neither the name of the University of Illinois at Chicago nor |
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18 | * the names of its contributors may be used to endorse or promote |
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19 | * products derived from this software without specific prior written permission. |
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20 | * |
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21 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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22 | * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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23 | * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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24 | * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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25 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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26 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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27 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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28 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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29 | * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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30 | * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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31 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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32 | * |
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33 | * Direct questions, comments etc about SAGE to http://www.evl.uic.edu/cavern/forum/ |
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34 | * |
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35 | *****************************************************************************/ |
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36 | #include "glsl.h" |
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37 | |
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38 | #if defined(GLSL_YCOCG) |
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39 | |
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40 | GLhandleARB FSHandle,PHandle; |
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41 | |
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42 | /*---------------------------------------------------------------------------*/ |
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43 | |
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44 | |
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45 | #define GLSLVertexShader 1 |
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46 | #define GLSLFragmentShader 2 |
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47 | |
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48 | int GLSLprintlError(char *file, int line) |
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49 | { |
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50 | // |
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51 | // Returns 1 if an OpenGL error occurred, 0 otherwise. |
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52 | // |
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53 | GLenum glErr; |
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54 | int retCode = 0; |
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55 | |
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56 | glErr = glGetError(); |
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57 | while (glErr != GL_NO_ERROR) |
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58 | { |
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59 | fprintf(stderr, "GLSL> glError in file %s @ line %d: %s\n", file, line, gluErrorString(glErr)); |
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60 | retCode = 1; |
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61 | glErr = glGetError(); |
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62 | } |
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63 | return retCode; |
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64 | } |
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65 | |
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66 | // |
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67 | // Print out the information log for a shader object |
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68 | // |
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69 | static |
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70 | void GLSLprintShaderInfoLog(GLuint shader) |
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71 | { |
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72 | GLint infologLength = 0; |
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73 | GLint charsWritten = 0; |
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74 | GLchar *infoLog; |
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75 | |
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76 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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77 | |
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78 | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength); |
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79 | |
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80 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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81 | |
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82 | if (infologLength > 0) |
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83 | { |
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84 | infoLog = (GLchar *)malloc(infologLength); |
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85 | if (infoLog == NULL) |
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86 | { |
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87 | fprintf(stderr, "GLSL> ERROR: Could not allocate InfoLog buffer\n"); |
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88 | exit(1); |
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89 | } |
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90 | glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog); |
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91 | fprintf(stderr, "GLSL> Shader InfoLog:%s\n", infoLog); |
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92 | free(infoLog); |
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93 | } |
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94 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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95 | } |
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96 | |
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97 | // |
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98 | // Print out the information log for a program object |
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99 | // |
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100 | static |
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101 | void GLSLprintProgramInfoLog(GLuint program) |
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102 | { |
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103 | GLint infologLength = 0; |
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104 | GLint charsWritten = 0; |
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105 | GLchar *infoLog; |
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106 | |
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107 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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108 | |
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109 | glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infologLength); |
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110 | |
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111 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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112 | |
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113 | if (infologLength > 0) |
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114 | { |
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115 | infoLog = (GLchar *)malloc(infologLength); |
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116 | if (infoLog == NULL) |
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117 | { |
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118 | fprintf(stderr, "GLSL> ERROR: Could not allocate InfoLog buffer\n"); |
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119 | exit(1); |
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120 | } |
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121 | glGetProgramInfoLog(program, infologLength, &charsWritten, infoLog); |
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122 | fprintf(stderr, "GLSL> Program InfoLog:%s\n", infoLog); |
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123 | free(infoLog); |
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124 | } |
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125 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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126 | } |
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127 | |
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128 | static |
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129 | int GLSLShaderSize(char *fileName, int shaderType) |
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130 | { |
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131 | // |
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132 | // Returns the size in bytes of the shader fileName. |
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133 | // If an error occurred, it returns -1. |
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134 | // |
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135 | // File name convention: |
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136 | // |
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137 | // <fileName>.vert |
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138 | // <fileName>.frag |
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139 | // |
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140 | int fd; |
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141 | char name[256]; |
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142 | int count = -1; |
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143 | |
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144 | memset(name, 0, 256); |
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145 | strcpy(name, fileName); |
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146 | |
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147 | switch (shaderType) |
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148 | { |
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149 | case GLSLVertexShader: |
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150 | strcat(name, ".vert"); |
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151 | break; |
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152 | case GLSLFragmentShader: |
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153 | strcat(name, ".frag"); |
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154 | break; |
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155 | default: |
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156 | fprintf(stderr, "GLSL> ERROR: unknown shader file type\n"); |
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157 | exit(1); |
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158 | break; |
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159 | } |
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160 | |
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161 | // |
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162 | // Open the file, seek to the end to find its length |
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163 | // |
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164 | #ifdef WIN32 |
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165 | fd = _open(name, _O_RDONLY); |
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166 | if (fd != -1) |
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167 | { |
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168 | count = _lseek(fd, 0, SEEK_END) + 1; |
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169 | _close(fd); |
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170 | } |
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171 | #else |
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172 | fd = open(name, O_RDONLY); |
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173 | if (fd != -1) |
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174 | { |
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175 | count = lseek(fd, 0, SEEK_END) + 1; |
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176 | close(fd); |
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177 | } |
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178 | #endif |
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179 | return count; |
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180 | } |
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181 | |
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182 | |
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183 | int GLSLreadShader(char *fileName, int shaderType, char *shaderText, int size) |
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184 | { |
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185 | // |
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186 | // Reads a shader from the supplied file and returns the shader in the |
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187 | // arrays passed in. Returns 1 if successful, 0 if an error occurred. |
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188 | // The parameter size is an upper limit of the amount of bytes to read. |
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189 | // It is ok for it to be too big. |
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190 | // |
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191 | FILE *fh; |
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192 | char name[100]; |
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193 | int count; |
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194 | |
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195 | strcpy(name, fileName); |
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196 | |
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197 | switch (shaderType) |
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198 | { |
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199 | case GLSLVertexShader: |
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200 | strcat(name, ".vert"); |
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201 | break; |
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202 | case GLSLFragmentShader: |
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203 | strcat(name, ".frag"); |
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204 | break; |
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205 | default: |
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206 | fprintf(stderr, "GLSL> ERROR: unknown shader file type\n"); |
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207 | exit(1); |
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208 | break; |
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209 | } |
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210 | |
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211 | // |
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212 | // Open the file |
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213 | // |
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214 | fh = fopen(name, "r"); |
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215 | if (!fh) |
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216 | return -1; |
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217 | |
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218 | |
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219 | // |
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220 | // Get the shader from a file. |
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221 | // |
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222 | fseek(fh, 0, SEEK_SET); |
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223 | count = (int) fread(shaderText, 1, size, fh); |
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224 | shaderText[count] = '\0'; |
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225 | |
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226 | if (ferror(fh)) |
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227 | count = 0; |
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228 | |
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229 | fclose(fh); |
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230 | return count; |
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231 | } |
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232 | |
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233 | int GLSLreadShaderSource(char *fileName, GLchar **vertexShader, GLchar **fragmentShader) |
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234 | { |
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235 | int vSize, fSize; |
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236 | |
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237 | // |
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238 | // Allocate memory to hold the source of our shaders. |
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239 | // |
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240 | |
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241 | fprintf(stderr, "GLSL> load shader %s\n", fileName); |
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242 | if (vertexShader) { |
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243 | vSize = GLSLShaderSize(fileName, GLSLVertexShader); |
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244 | |
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245 | if (vSize == -1) { |
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246 | fprintf(stderr, "GLSL> Cannot determine size of the vertex shader %s\n", fileName); |
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247 | return 0; |
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248 | } |
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249 | |
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250 | *vertexShader = (GLchar *) malloc(vSize); |
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251 | |
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252 | // |
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253 | // Read the source code |
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254 | // |
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255 | if (!GLSLreadShader(fileName, GLSLVertexShader, *vertexShader, vSize)) { |
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256 | fprintf(stderr, "GLSL> Cannot read the file %s.vert\n", fileName); |
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257 | return 0; |
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258 | } |
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259 | } |
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260 | |
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261 | if (fragmentShader) { |
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262 | fSize = GLSLShaderSize(fileName, GLSLFragmentShader); |
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263 | |
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264 | if (fSize == -1) { |
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265 | fprintf(stderr, "GLSL> Cannot determine size of the fragment shader %s\n", fileName); |
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266 | return 0; |
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267 | } |
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268 | |
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269 | *fragmentShader = (GLchar *) malloc(fSize); |
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270 | |
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271 | if (!GLSLreadShader(fileName, GLSLFragmentShader, *fragmentShader, fSize)) { |
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272 | fprintf(stderr, "GLSL> Cannot read the file %s.frag\n", fileName); |
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273 | return 0; |
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274 | } |
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275 | } |
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276 | |
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277 | return 1; |
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278 | } |
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279 | |
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280 | |
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281 | GLuint GLSLinstallShaders(const GLchar *Vertex, const GLchar *Fragment) |
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282 | { |
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283 | GLuint VS, FS, Prog; // handles to objects |
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284 | GLint vertCompiled, fragCompiled; // status values |
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285 | GLint linked; |
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286 | |
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287 | // Create a program object |
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288 | Prog = glCreateProgram(); |
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289 | |
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290 | // Create a vertex shader object and a fragment shader object |
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291 | if (Vertex) { |
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292 | VS = glCreateShader(GL_VERTEX_SHADER); |
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293 | |
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294 | // Load source code strings into shaders |
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295 | glShaderSource(VS, 1, &Vertex, NULL); |
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296 | |
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297 | // Compile the vertex shader, and print out |
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298 | // the compiler log file. |
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299 | |
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300 | glCompileShader(VS); |
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301 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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302 | glGetShaderiv(VS, GL_COMPILE_STATUS, &vertCompiled); |
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303 | GLSLprintShaderInfoLog(VS); |
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304 | |
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305 | if (!vertCompiled) |
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306 | return 0; |
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307 | |
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308 | glAttachShader(Prog, VS); |
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309 | } |
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310 | |
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311 | |
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312 | if (Fragment) { |
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313 | FS = glCreateShader(GL_FRAGMENT_SHADER); |
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314 | |
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315 | glShaderSource(FS, 1, &Fragment, NULL); |
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316 | |
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317 | glCompileShader(FS); |
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318 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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319 | glGetShaderiv(FS, GL_COMPILE_STATUS, &fragCompiled); |
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320 | GLSLprintShaderInfoLog(FS); |
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321 | |
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322 | if (!fragCompiled) |
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323 | return 0; |
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324 | |
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325 | glAttachShader(Prog, FS); |
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326 | } |
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327 | |
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328 | // Link the program object and print out the info log |
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329 | glLinkProgram(Prog); |
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330 | GLSLprintlError(__FILE__, __LINE__); // Check for OpenGL errors |
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331 | glGetProgramiv(Prog, GL_LINK_STATUS, &linked); |
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332 | GLSLprintProgramInfoLog(Prog); |
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333 | |
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334 | if (!linked) |
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335 | return 0; |
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336 | |
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337 | return Prog; |
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338 | } |
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339 | |
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340 | #endif |
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341 | |
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