PolyGLSLShaderModule.cpp 20 KB

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  1. /*
  2. Copyright (C) 2011 by Ivan Safrin
  3. Permission is hereby granted, free of charge, to any person obtaining a copy
  4. of this software and associated documentation files (the "Software"), to deal
  5. in the Software without restriction, including without limitation the rights
  6. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. copies of the Software, and to permit persons to whom the Software is
  8. furnished to do so, subject to the following conditions:
  9. The above copyright notice and this permission notice shall be included in
  10. all copies or substantial portions of the Software.
  11. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  17. THE SOFTWARE.
  18. */
  19. #ifdef _WINDOWS
  20. #include <windows.h>
  21. #endif
  22. #include "PolyGLHeaders.h"
  23. #include "PolyGLSLShaderModule.h"
  24. #include "PolyCoreServices.h"
  25. #include "PolyResourceManager.h"
  26. #include "PolyRenderer.h"
  27. #include "PolyGLSLProgram.h"
  28. #include "PolyGLSLShader.h"
  29. #include "PolyGLCubemap.h"
  30. #include "PolyMaterial.h"
  31. #include "PolyGLTexture.h"
  32. #include "tinyxml.h"
  33. using std::vector;
  34. using namespace Polycode;
  35. #if defined(_WINDOWS) && !defined(_MINGW)
  36. PFNGLUSEPROGRAMPROC glUseProgram;
  37. PFNGLUNIFORM1IPROC glUniform1i;
  38. PFNGLUNIFORM1FPROC glUniform1f;
  39. PFNGLUNIFORM2FPROC glUniform2f;
  40. PFNGLUNIFORM3FPROC glUniform3f;
  41. PFNGLUNIFORM4FPROC glUniform4f;
  42. extern PFNGLACTIVETEXTUREPROC glActiveTexture;
  43. PFNGLCREATESHADERPROC glCreateShader;
  44. PFNGLSHADERSOURCEPROC glShaderSource;
  45. PFNGLCOMPILESHADERPROC glCompileShader;
  46. PFNGLCREATEPROGRAMPROC glCreateProgram;
  47. PFNGLATTACHSHADERPROC glAttachShader;
  48. PFNGLLINKPROGRAMPROC glLinkProgram;
  49. PFNGLDETACHSHADERPROC glDetachShader;
  50. PFNGLDELETESHADERPROC glDeleteShader;
  51. PFNGLDELETEPROGRAMPROC glDeleteProgram;
  52. PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
  53. PFNGLGETSHADERIVPROC glGetShaderiv;
  54. PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
  55. PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
  56. #endif
  57. GLSLShaderModule::GLSLShaderModule() : PolycodeShaderModule() {
  58. #ifdef _WINDOWS
  59. glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
  60. glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
  61. glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
  62. glUniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
  63. glUniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
  64. glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
  65. glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
  66. glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
  67. glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
  68. glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
  69. glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
  70. glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
  71. glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
  72. glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
  73. glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
  74. glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
  75. glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
  76. #ifndef _MINGW
  77. glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONARBPROC)wglGetProcAddress("glGetUniformLocation");
  78. glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
  79. #endif
  80. #endif
  81. }
  82. GLSLShaderModule::~GLSLShaderModule() {
  83. }
  84. bool GLSLShaderModule::acceptsExtension(const String& extension) {
  85. if(extension == "vert" || extension == "frag") {
  86. return true;
  87. } else {
  88. return false;
  89. }
  90. }
  91. String GLSLShaderModule::getShaderType() {
  92. return "glsl";
  93. }
  94. Shader *GLSLShaderModule::createShader(TiXmlNode *node) {
  95. TiXmlNode* pChild, *pChild2, *pChild3;
  96. GLSLProgram *vp = NULL;
  97. GLSLProgram *fp = NULL;
  98. GLSLShader *retShader = NULL;
  99. std::vector<String> expectedTextures;
  100. std::vector<ProgramParam> expectedFragmentParams;
  101. std::vector<ProgramParam> expectedVertexParams;
  102. TiXmlElement *nodeElement = node->ToElement();
  103. if (!nodeElement) return NULL; // Skip comment nodes
  104. for (pChild = node->FirstChild(); pChild != 0; pChild = pChild->NextSibling()) {
  105. TiXmlElement *pChildElement = pChild->ToElement();
  106. if (!pChildElement) continue; // Skip comment nodes
  107. if(strcmp(pChild->Value(), "vp") == 0) {
  108. vp = (GLSLProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, String(pChildElement->Attribute("source")));
  109. if(vp) {
  110. for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) {
  111. if(strcmp(pChild2->Value(), "params") == 0) {
  112. for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) {
  113. if(strcmp(pChild3->Value(), "param") == 0) {
  114. expectedVertexParams.push_back(addParamToProgram(vp,pChild3));
  115. }
  116. }
  117. }
  118. }
  119. }
  120. }
  121. if(strcmp(pChild->Value(), "fp") == 0) {
  122. fp = (GLSLProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, String(pChildElement->Attribute("source")));
  123. if(fp) {
  124. for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) {
  125. if(strcmp(pChild2->Value(), "params") == 0) {
  126. for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) {
  127. if(strcmp(pChild3->Value(), "param") == 0) {
  128. expectedFragmentParams.push_back(addParamToProgram(fp,pChild3));
  129. }
  130. }
  131. }
  132. if(strcmp(pChild2->Value(), "textures") == 0) {
  133. for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) {
  134. if(strcmp(pChild3->Value(), "texture") == 0) {
  135. TiXmlElement *texNodeElement = pChild3->ToElement();
  136. if (texNodeElement) {
  137. expectedTextures.push_back(String(texNodeElement->Attribute("name")));
  138. }
  139. }
  140. }
  141. }
  142. }
  143. }
  144. }
  145. }
  146. if(vp != NULL && fp != NULL) {
  147. GLSLShader *cgShader = new GLSLShader(vp,fp);
  148. cgShader->setName(String(nodeElement->Attribute("name")));
  149. cgShader->expectedTextures = expectedTextures;
  150. cgShader->expectedVertexParams = expectedVertexParams;
  151. cgShader->expectedFragmentParams = expectedFragmentParams;
  152. retShader = cgShader;
  153. shaders.push_back((Shader*)cgShader);
  154. }
  155. return retShader;
  156. }
  157. void GLSLShaderModule::clearShader() {
  158. glUseProgram(0);
  159. }
  160. void GLSLShaderModule::updateGLSLParam(Renderer *renderer, GLSLShader *glslShader, GLSLProgramParam &param, ShaderBinding *materialOptions, ShaderBinding *localOptions) {
  161. void *paramData = param.defaultData;
  162. LocalShaderParam *localParam = materialOptions->getLocalParamByName(param.name);
  163. if(localParam) {
  164. paramData = localParam->data;
  165. }
  166. localParam = localOptions->getLocalParamByName(param.name);
  167. if(localParam) {
  168. paramData = localParam->data;
  169. }
  170. switch(param.paramType) {
  171. case GLSLProgramParam::PARAM_Number:
  172. {
  173. Number *fval;
  174. fval = (Number*)paramData;
  175. int paramLocation = glGetUniformLocation(glslShader->shader_id, param.name.c_str());
  176. glUniform1f(paramLocation, *fval);
  177. break;
  178. }
  179. case GLSLProgramParam::PARAM_Vector2:
  180. {
  181. Vector2 *fval2 = (Vector2*)paramData;
  182. int paramLocation = glGetUniformLocation(glslShader->shader_id, param.name.c_str());
  183. glUniform2f(paramLocation, fval2->x, fval2->y); break;
  184. }
  185. case GLSLProgramParam::PARAM_Vector3:
  186. {
  187. Vector3 *fval3 = (Vector3*)paramData;
  188. int paramLocation = glGetUniformLocation(glslShader->shader_id, param.name.c_str());
  189. glUniform3f(paramLocation, fval3->x,fval3->y,fval3->z);
  190. break;
  191. }
  192. case GLSLProgramParam::PARAM_Color:
  193. {
  194. Color *col = (Color*)paramData;
  195. int paramLocation = glGetUniformLocation(glslShader->shader_id, param.name.c_str());
  196. glUniform4f(paramLocation, col->r, col->g, col->b, col->a);
  197. break;
  198. }
  199. }
  200. }
  201. bool GLSLShaderModule::applyShaderMaterial(Renderer *renderer, Material *material, ShaderBinding *localOptions, unsigned int shaderIndex) {
  202. GLSLShader *glslShader = (GLSLShader*)material->getShader(shaderIndex);
  203. glPushMatrix();
  204. glLoadIdentity();
  205. int numRendererAreaLights = renderer->getNumAreaLights();
  206. int numRendererSpotLights = renderer->getNumSpotLights();
  207. int numTotalLights = glslShader->numAreaLights + glslShader->numSpotLights;
  208. if(numTotalLights > 0) {
  209. renderer->sortLights();
  210. }
  211. for(int i=0 ; i < numTotalLights; i++) {
  212. GLfloat resetData[] = {0.0, 0.0, 0.0, 0.0};
  213. glLightfv (GL_LIGHT0+i, GL_DIFFUSE, resetData);
  214. glLightfv (GL_LIGHT0+i, GL_SPECULAR, resetData);
  215. glLightfv (GL_LIGHT0+i, GL_AMBIENT, resetData);
  216. glLightfv (GL_LIGHT0+i, GL_POSITION, resetData);
  217. glLightf (GL_LIGHT0+i, GL_SPOT_CUTOFF, 180);
  218. glLightf (GL_LIGHT0+i, GL_CONSTANT_ATTENUATION,1.0);
  219. glLightf (GL_LIGHT0+i, GL_LINEAR_ATTENUATION,0.0);
  220. glLightf (GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, 0.0);
  221. }
  222. int lightIndex = 0;
  223. vector<LightInfo> areaLights = renderer->getAreaLights();
  224. GLfloat ambientVal[] = {1, 1, 1, 1.0};
  225. for(int i=0; i < glslShader->numAreaLights; i++) {
  226. LightInfo light;
  227. if(i < numRendererAreaLights) {
  228. light = areaLights[i];
  229. light.position = renderer->getCameraMatrix().inverse() * light.position;
  230. ambientVal[0] = renderer->ambientColor.r;
  231. ambientVal[1] = renderer->ambientColor.g;
  232. ambientVal[2] = renderer->ambientColor.b;
  233. ambientVal[3] = 1;
  234. GLfloat data4[] = {light.color.x * light.intensity, light.color.y * light.intensity, light.color.z * light.intensity, 1.0};
  235. glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, data4);
  236. data4[0] = light.specularColor.r* light.intensity;
  237. data4[1] = light.specularColor.g* light.intensity;
  238. data4[2] = light.specularColor.b* light.intensity;
  239. data4[3] = light.specularColor.a* light.intensity;
  240. glLightfv (GL_LIGHT0+lightIndex, GL_SPECULAR, data4);
  241. data4[3] = 1.0;
  242. glLightfv (GL_LIGHT0+lightIndex, GL_AMBIENT, ambientVal);
  243. glLightf (GL_LIGHT0+lightIndex, GL_SPOT_CUTOFF, 180);
  244. data4[0] = light.position.x;
  245. data4[1] = light.position.y;
  246. data4[2] = light.position.z;
  247. glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, data4);
  248. glLightf (GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
  249. glLightf (GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, light.linearAttenuation);
  250. glLightf (GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
  251. }
  252. lightIndex++;
  253. }
  254. vector<LightInfo> spotLights = renderer->getSpotLights();
  255. // vector<Texture*> shadowMapTextures = renderer->getShadowMapTextures();
  256. char texName[32];
  257. char matName[32];
  258. int shadowMapTextureIndex = 0;
  259. glUseProgram(glslShader->shader_id);
  260. int textureIndex = 0;
  261. for(int i=0; i < glslShader->numSpotLights; i++) {
  262. LightInfo light;
  263. Vector3 pos;
  264. Vector3 dir;
  265. if(i < numRendererSpotLights) {
  266. light = spotLights[i];
  267. pos = light.position;
  268. dir = light.dir;
  269. pos = renderer->getCameraMatrix().inverse() * pos;
  270. dir = renderer->getCameraMatrix().inverse().rotateVector(dir);
  271. ambientVal[0] = renderer->ambientColor.r;
  272. ambientVal[1] = renderer->ambientColor.g;
  273. ambientVal[2] = renderer->ambientColor.b;
  274. ambientVal[3] = 1;
  275. GLfloat data4[] = {light.color.x * light.intensity, light.color.y * light.intensity, light.color.z * light.intensity, 1.0};
  276. glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, data4);
  277. data4[0] = light.specularColor.r* light.intensity;
  278. data4[1] = light.specularColor.g* light.intensity;
  279. data4[2] = light.specularColor.b* light.intensity;
  280. data4[3] = light.specularColor.a* light.intensity;
  281. glLightfv (GL_LIGHT0+lightIndex, GL_SPECULAR, data4);
  282. data4[3] = 1.0;
  283. glLightfv (GL_LIGHT0+lightIndex, GL_AMBIENT, ambientVal);
  284. glLightf (GL_LIGHT0+lightIndex, GL_SPOT_CUTOFF, light.spotlightCutoff);
  285. glLightf (GL_LIGHT0+lightIndex, GL_SPOT_EXPONENT, light.spotlightExponent);
  286. data4[0] = dir.x;
  287. data4[1] = dir.y;
  288. data4[2] = dir.z;
  289. glLightfv (GL_LIGHT0+lightIndex, GL_SPOT_DIRECTION, data4);
  290. data4[0] = pos.x;
  291. data4[1] = pos.y;
  292. data4[2] = pos.z;
  293. glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, data4);
  294. glLightf (GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
  295. glLightf (GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, light.linearAttenuation);
  296. glLightf (GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
  297. if(light.shadowsEnabled) {
  298. if(shadowMapTextureIndex < 4) {
  299. switch(shadowMapTextureIndex) {
  300. case 0:
  301. strcpy(texName, "shadowMap0");
  302. strcpy(matName, "shadowMatrix0");
  303. break;
  304. case 1:
  305. strcpy(texName, "shadowMap1");
  306. strcpy(matName, "shadowMatrix1");
  307. break;
  308. case 2:
  309. strcpy(texName, "shadowMap2");
  310. strcpy(matName, "shadowMatrix2");
  311. break;
  312. case 3:
  313. strcpy(texName, "shadowMap3");
  314. strcpy(matName, "shadowMatrix3");
  315. break;
  316. }
  317. int texture_location = glGetUniformLocation(glslShader->shader_id, texName);
  318. glUniform1i(texture_location, textureIndex);
  319. glActiveTexture(GL_TEXTURE0 + textureIndex);
  320. glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)light.shadowMapTexture)->getTextureID());
  321. textureIndex++;
  322. int mloc = glGetUniformLocation(glslShader->shader_id, matName);
  323. light.textureMatrix = light.textureMatrix;
  324. GLfloat mat[16];
  325. for(int z=0; z < 16; z++) {
  326. mat[z] = light.textureMatrix.ml[z];
  327. }
  328. glUniformMatrix4fv(mloc, 1, false, mat);
  329. }
  330. shadowMapTextureIndex++;
  331. }
  332. else {
  333. light.shadowsEnabled = false;
  334. }
  335. }
  336. lightIndex++;
  337. }
  338. glPopMatrix();
  339. glEnable(GL_TEXTURE_2D);
  340. Matrix4 modelMatrix = renderer->getCurrentModelMatrix();
  341. int mloc = glGetUniformLocation(glslShader->shader_id, "modelMatrix");
  342. GLfloat mat[16];
  343. for(int z=0; z < 16; z++) {
  344. mat[z] = modelMatrix.ml[z];
  345. }
  346. glUniformMatrix4fv(mloc, 1, false, mat);
  347. GLSLShaderBinding *cgBinding = (GLSLShaderBinding*)material->getShaderBinding(shaderIndex);
  348. for(int i=0; i < glslShader->vp->params.size(); i++) {
  349. GLSLProgramParam param = glslShader->vp->params[i];
  350. updateGLSLParam(renderer, glslShader, param, material->getShaderBinding(shaderIndex), localOptions);
  351. }
  352. for(int i=0; i < glslShader->fp->params.size(); i++) {
  353. GLSLProgramParam param = glslShader->fp->params[i];
  354. updateGLSLParam(renderer, glslShader, param, material->getShaderBinding(shaderIndex), localOptions);
  355. }
  356. for(int i=0; i < cgBinding->textures.size(); i++) {
  357. int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->textures[i].name.c_str());
  358. glUniform1i(texture_location, textureIndex);
  359. glActiveTexture(GL_TEXTURE0 + textureIndex);
  360. glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID());
  361. textureIndex++;
  362. }
  363. for(int i=0; i < cgBinding->cubemaps.size(); i++) {
  364. int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->cubemaps[i].name.c_str());
  365. glUniform1i(texture_location, textureIndex);
  366. glActiveTexture(GL_TEXTURE0 + textureIndex);
  367. glBindTexture(GL_TEXTURE_CUBE_MAP, ((OpenGLCubemap*)cgBinding->cubemaps[i].cubemap)->getTextureID());
  368. textureIndex++;
  369. }
  370. cgBinding = (GLSLShaderBinding*)localOptions;
  371. for(int i=0; i < cgBinding->textures.size(); i++) {
  372. int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->textures[i].name.c_str());
  373. glUniform1i(texture_location, textureIndex);
  374. glActiveTexture(GL_TEXTURE0 + textureIndex);
  375. glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID());
  376. textureIndex++;
  377. }
  378. return true;
  379. }
  380. GLSLProgramParam GLSLShaderModule::addParamToProgram(GLSLProgram *program,TiXmlNode *node) {
  381. bool isAuto = false;
  382. int autoID = 0;
  383. int paramType = GLSLProgramParam::PARAM_UNKNOWN;
  384. void *defaultData = NULL;
  385. void *minData = NULL;
  386. void *maxData = NULL;
  387. TiXmlElement *nodeElement = node->ToElement();
  388. if (!nodeElement) {
  389. GLSLProgramParam::createParamData(&paramType, "Number", "0.0", "0.0", "0.0", &defaultData, &minData, &maxData);
  390. return program->addParam("Unknown", "Number", nodeElement->Attribute("default"), isAuto, autoID, paramType, defaultData, minData, maxData); // Skip comment nodes
  391. }
  392. isAuto = false;
  393. if(nodeElement->Attribute("auto")) {
  394. if(strcmp(nodeElement->Attribute("auto"), "true") == 0) {
  395. isAuto = true;
  396. }
  397. }
  398. GLSLProgramParam::createParamData(&paramType, nodeElement->Attribute("type"), nodeElement->Attribute("default"), nodeElement->Attribute("min"), nodeElement->Attribute("max"), &defaultData, &minData, &maxData);
  399. return program->addParam(nodeElement->Attribute("name"), nodeElement->Attribute("type"), nodeElement->Attribute("default"), isAuto, autoID, paramType, defaultData, minData, maxData);
  400. }
  401. void GLSLShaderModule::reloadPrograms() {
  402. for(int i=0; i < programs.size(); i++) {
  403. GLSLProgram *program = programs[i];
  404. recreateGLSLProgram(program, program->getResourcePath(), program->type);
  405. }
  406. }
  407. void GLSLShaderModule::recreateGLSLProgram(GLSLProgram *prog, const String& fileName, int type) {
  408. OSFILE *file = OSBasics::open(fileName, "r");
  409. OSBasics::seek(file, 0, SEEK_END);
  410. long progsize = OSBasics::tell(file);
  411. OSBasics::seek(file, 0, SEEK_SET);
  412. char *buffer = (char*)malloc(progsize+1);
  413. memset(buffer, 0, progsize+1);
  414. OSBasics::read(buffer, progsize, 1, file);
  415. OSBasics::close(file);
  416. if(type == GLSLProgram::TYPE_VERT) {
  417. prog->program = glCreateShader(GL_VERTEX_SHADER);
  418. } else {
  419. prog->program = glCreateShader(GL_FRAGMENT_SHADER);
  420. }
  421. glShaderSource(prog->program, 1, (const GLchar**)&buffer, 0);
  422. glCompileShader(prog->program);
  423. GLint compiled = true;
  424. glGetShaderiv(prog->program, GL_COMPILE_STATUS, &compiled);
  425. if(!compiled) {
  426. GLint length;
  427. GLchar* log;
  428. glGetShaderiv(prog->program, GL_INFO_LOG_LENGTH, &length);
  429. log = (GLchar*)malloc(length);
  430. glGetShaderInfoLog(prog->program, length, &length, log);
  431. printf("GLSL ERROR: %s\n", log);
  432. free(log);
  433. }
  434. free(buffer);
  435. }
  436. GLSLProgram *GLSLShaderModule::createGLSLProgram(const String& fileName, int type) {
  437. GLSLProgram *prog = new GLSLProgram(type);
  438. recreateGLSLProgram(prog, fileName, type);
  439. programs.push_back(prog);
  440. return prog;
  441. }
  442. Resource* GLSLShaderModule::createProgramFromFile(const String& extension, const String& fullPath) {
  443. if(extension == "vert") {
  444. Logger::log("Adding GLSL vertex program %s\n", fullPath.c_str());
  445. return createGLSLProgram(fullPath, GLSLProgram::TYPE_VERT);
  446. }
  447. if(extension == "frag") {
  448. Logger::log("Adding GLSL fragment program %s\n", fullPath.c_str());
  449. return createGLSLProgram(fullPath, GLSLProgram::TYPE_FRAG);
  450. }
  451. return NULL;
  452. }