ShaderNode.cc
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00056 #include "ShaderNode.hh"
00057 #include "DrawModes.hh"
00058 #include <vector>
00059
00060
00061
00062
00063 namespace ACG {
00064 namespace SceneGraph {
00065
00066
00067
00068
00069
00070 ShaderNode::ShaderNode( BaseNode* _parent,
00071 const std::string& _name)
00072 : BaseNode(_parent, _name),
00073 shaderDir_("")
00074 {
00075 }
00076
00077 ShaderNode::~ShaderNode() {
00078 if ( shaderDir_ != "" ) {
00079
00080 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00081 if ( shaders[i].initialized ) {
00082
00083 if ( shaders[i].program != 0 )
00084 delete shaders[i].program;
00085
00086 if ( shaders[i].vertexShader != 0 )
00087 delete shaders[i].vertexShader;
00088
00089 if ( shaders[i].fragmentShader != 0 )
00090 delete shaders[i].fragmentShader;
00091 }
00092
00093 }
00094 }
00095 }
00096
00097
00098 bool
00099 ShaderNode::
00100 hasShader( unsigned int _drawmode, bool _pick ) {
00101
00102 unsigned int mode = _drawmode;
00103 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00104 if (mode & 1) {
00105 if (_pick)
00106 return pickShaders[i].initialized;
00107 else
00108 return shaders[i].initialized;
00109 }
00110
00111 mode >>= 1;
00112 }
00113 return false;
00114 }
00115
00116
00117
00118
00119 void
00120 ShaderNode::enter(GLState& , unsigned int _drawmode )
00121 {
00122 unsigned int mode = _drawmode;
00123 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00124 if (mode & 1) {
00125 if ( shaders[i].initialized ) {
00126 shaders[i].program->use();
00127 }
00128 }
00129
00130 mode >>= 1;
00131 }
00132 }
00133
00134
00135
00136 void
00137 ShaderNode::enterPick(GLState& , PickTarget , unsigned int _drawmode )
00138 {
00139 unsigned int mode = _drawmode;
00140 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00141 if (mode & 1) {
00142 if ( pickShaders[i].initialized ) {
00143 pickShaders[i].program->use();
00144 }
00145 }
00146
00147 mode >>= 1;
00148 }
00149 }
00150
00151
00152 std::string
00153 ShaderNode::vertexShaderName(unsigned int _drawmode, bool _pick) {
00154 unsigned int mode = _drawmode;
00155 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00156 if (mode & 1) {
00157 if (_pick)
00158 {
00159 if ( pickShaders[i].initialized ) {
00160 return pickShaders[i].vertexShaderFile;
00161 }
00162 }
00163 else
00164 {
00165 if ( shaders[i].initialized ) {
00166 return shaders[i].vertexShaderFile;
00167 }
00168 }
00169 }
00170
00171 mode >>= 1;
00172 }
00173
00174 return std::string("");
00175 }
00176
00177
00178 std::string
00179 ShaderNode::fragmentShaderName(unsigned int _drawmode, bool _pick) {
00180 unsigned int mode = _drawmode;
00181 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00182 if (mode & 1) {
00183 if (_pick)
00184 {
00185 if ( pickShaders[i].initialized ) {
00186 return pickShaders[i].fragmentShaderFile;
00187 }
00188 }
00189 else
00190 {
00191 if ( shaders[i].initialized ) {
00192 return shaders[i].fragmentShaderFile;
00193 }
00194 }
00195 }
00196
00197 mode >>= 1;
00198 }
00199
00200 return std::string("");
00201 }
00202
00203
00204
00205
00206
00207 void ShaderNode::leave(GLState& , unsigned int _drawmode )
00208 {
00209 unsigned int mode = _drawmode;
00210 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00211 if (mode & 1) {
00212 if ( shaders[i].initialized ) {
00213 shaders[i].program->disable();
00214 }
00215 }
00216
00217 mode >>= 1;
00218 }
00219 }
00220
00221
00222
00223
00224 void ShaderNode::leavePick(GLState& , PickTarget , unsigned int _drawmode )
00225 {
00226 unsigned int mode = _drawmode;
00227 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00228 if (mode & 1) {
00229 if ( pickShaders[i].initialized ) {
00230 pickShaders[i].program->disable();
00231 }
00232 }
00233
00234 mode >>= 1;
00235 }
00236 }
00237
00238
00239
00241 GLSL::PtrProgram
00242 ShaderNode::
00243 getShader( unsigned int _drawmode, bool _pick ) {
00244 unsigned int mode = _drawmode;
00245 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00246 if (mode & 1) {
00247 if (_pick)
00248 {
00249 if ( pickShaders[i].initialized ) {
00250 return pickShaders[i].program;
00251 }
00252 }
00253 else
00254 {
00255 if ( shaders[i].initialized ) {
00256 return shaders[i].program;
00257 }
00258 }
00259 }
00260
00261 mode >>= 1;
00262
00263 }
00264
00265
00266 return 0;
00267 }
00268
00269
00270
00271
00272 void
00273 ShaderNode::
00274 setShader( unsigned int _drawmode ,
00275 std::string _vertexShader,
00276 std::string _fragmentShader,
00277 std::string _pickVertexShader,
00278 std::string _pickFragmentShader) {
00279
00280
00281 if (!glewIsSupported("GL_VERSION_2_0")) {
00282 std::cerr << "No shader support... unable to load shaders!" << std::endl;
00283 return;
00284
00285 }
00286
00287 if ( shaderDir_ == "" ) {
00288 std::cerr << "No shader dir set for shadernode! Unable to load shaders" << std::endl;
00289 return;
00290 }
00291
00292 unsigned int mode = _drawmode;
00293 for (size_t i = 0; i < sizeof(unsigned int)*8 ; ++i) {
00294
00295 if (mode & 1) {
00296
00297 if ( shaders[i].initialized ) {
00298 if ( shaders[i].program != 0 )
00299 delete shaders[i].program;
00300
00301 if ( shaders[i].vertexShader != 0 )
00302 delete shaders[i].vertexShader;
00303
00304 if ( shaders[i].fragmentShader != 0 )
00305 delete shaders[i].fragmentShader;
00306
00307 shaders[i].initialized = false;
00308 }
00309
00310 shaders[i].vertexShaderFile = shaderDir_ + _vertexShader;
00311 shaders[i].fragmentShaderFile = shaderDir_ + _fragmentShader;
00312
00313 const char* vertexShaderFilePath = shaders[i].vertexShaderFile.c_str();
00314 const char* fragmentShaderFilePath = shaders[i].fragmentShaderFile.c_str();
00315 shaders[i].vertexShader = GLSL::loadVertexShader(vertexShaderFilePath);
00316 shaders[i].fragmentShader = GLSL::loadFragmentShader(fragmentShaderFilePath);
00317 shaders[i].program = GLSL::PtrProgram(new GLSL::Program());
00318
00319 if ( (shaders[i].vertexShader == 0) ||
00320 (shaders[i].fragmentShader == 0) ||
00321 (shaders[i].program == 0) ) {
00322 std::cerr << "Unable to load shaders" << shaders[i].vertexShaderFile <<
00323 " or " << shaders[i].fragmentShaderFile << std::endl;
00324 shaders[i].vertexShader = 0;
00325 shaders[i].fragmentShader = 0;
00326 shaders[i].program = 0;
00327 shaders[i].initialized = false;
00328 return;
00329 }
00330
00331 shaders[i].program->attach(shaders[i].vertexShader);
00332 shaders[i].program->attach(shaders[i].fragmentShader);
00333 shaders[i].program->link();
00334
00335 shaders[i].initialized = true;
00336
00337 if ( pickShaders[i].initialized ) {
00338 if ( pickShaders[i].program != 0 )
00339 delete pickShaders[i].program;
00340
00341 if ( pickShaders[i].vertexShader != 0 )
00342 delete pickShaders[i].vertexShader;
00343
00344 if ( pickShaders[i].fragmentShader != 0 )
00345 delete pickShaders[i].fragmentShader;
00346
00347 pickShaders[i].initialized = false;
00348 }
00349
00350 if (_pickVertexShader.length () > 0 && _pickFragmentShader.length () > 0)
00351 {
00352 pickShaders[i].vertexShaderFile = shaderDir_ + _pickVertexShader;
00353 pickShaders[i].fragmentShaderFile = shaderDir_ + _pickFragmentShader;
00354
00355 const char* vertexShaderFilePath = pickShaders[i].vertexShaderFile.c_str();
00356 const char* fragmentShaderFilePath = pickShaders[i].fragmentShaderFile.c_str();
00357 pickShaders[i].vertexShader = GLSL::loadVertexShader(vertexShaderFilePath);
00358 pickShaders[i].fragmentShader = GLSL::loadFragmentShader(fragmentShaderFilePath);
00359 pickShaders[i].program = GLSL::PtrProgram(new GLSL::Program());
00360
00361 if ( (pickShaders[i].vertexShader == 0) ||
00362 (pickShaders[i].fragmentShader == 0) ||
00363 (pickShaders[i].program == 0) ) {
00364 std::cerr << "Unable to load pick shaders" << pickShaders[i].vertexShaderFile <<
00365 " or " << pickShaders[i].fragmentShaderFile << std::endl;
00366 pickShaders[i].vertexShader = 0;
00367 pickShaders[i].fragmentShader = 0;
00368 pickShaders[i].program = 0;
00369 pickShaders[i].initialized = false;
00370 return;
00371 }
00372
00373 pickShaders[i].program->attach(pickShaders[i].vertexShader);
00374 pickShaders[i].program->attach(pickShaders[i].fragmentShader);
00375 pickShaders[i].program->link();
00376
00377 pickShaders[i].initialized = true;
00378 }
00379 }
00380
00381 mode >>= 1;
00382 }
00383
00384 }
00385
00386
00387
00388 void
00389 ShaderNode::
00390 setShaderDir( std::string _shaderDir) {
00391 shaderDir_ = _shaderDir;
00392 }
00393
00394 unsigned int
00395 ShaderNode::
00396 availableDrawModes() const
00397 {
00398
00399 unsigned int drawModes(0);
00400
00401 drawModes |= DrawModes::SOLID_PHONG_SHADED;
00402 drawModes |= DrawModes::SOLID_SHADER;
00403
00404 return drawModes;
00405
00406 }
00407
00408
00409 }
00410 }
00411