Ejemplo n.º 1
0
GLuint GLProgramBase::InitializeProgram(std::vector<shaderName> & shaderNames)
{
	for( int i=0; i<shaderNames.size(); i++ )
		std::cout << shaderNames[i].second << std::endl;

	std::vector<GLuint> shaderList;
	std::vector<shaderName>::iterator it;
	for( it = shaderNames.begin(); it != shaderNames.end(); it++) {
		std::string strShader(getFile(it->second.c_str()));
		shaderList.push_back(CreateShader(it->first,strShader));
	}
	
	theProgram = CreateProgram(shaderList);
	std::for_each(shaderList.begin(), shaderList.end(), glDeleteShader);
	return theProgram;
}
Ejemplo n.º 2
0
bool Skins_Validate( ModelContainer_t *pContainer, int iSkinNumber )
{
	bool bReturn = true;	
	bool bPREV_bReportImageLoadErrors = g_bReportImageLoadErrors;
										g_bReportImageLoadErrors = false;

	bool bCheckMissingMaterials = true;//GetYesNo("Check for materials referenced by model but missing in skinfile(s)?\n\n( Note: This can give false alarms for skins which don't use (eg) \"scarf\" )");

	// first, build up a list of all model materials...
	//	
	StringSet_t MaterialsPresentInModel;
	for (int iSurface = 0; iSurface < pContainer->iNumSurfaces; iSurface++)
	{
		bool bOnOff = GLMModel_SurfaceIsON(pContainer->hModel, iSurface);

		if (bOnOff)
		{
			LPCSTR psMaterial = GLMModel_GetSurfaceShaderName( pContainer->hModel, iSurface);

			MaterialsPresentInModel.insert(MaterialsPresentInModel.end(),psMaterial);
		}
	}

	// build up a list of shaders used...
	//	
	StringSet_t UniqueSkinShaders;	
	SkinFileMaterialsMissing_t SkinFileMaterialsMissing;
	int iThisSkinIndex = 0;
	for (SkinSets_t::iterator itSkins = pContainer->SkinSets.begin(); itSkins != pContainer->SkinSets.end(); ++itSkins, iThisSkinIndex++)
	{
		if (iSkinNumber == iThisSkinIndex || iSkinNumber == -1)
		{
			SkinSet_Validate_BuildList(UniqueSkinShaders, itSkins, MaterialsPresentInModel, SkinFileMaterialsMissing);
		}
	}

	// now process the unique list we've just built...
	//
	CWaitCursor wait;
	string strFoundList;
	string strNotFoundList;
	int iUniqueIndex = 0;
	for (StringSet_t::iterator it = UniqueSkinShaders.begin(); it != UniqueSkinShaders.end(); ++it, iUniqueIndex++)
	{			
		string strShader(*it);

		StatusMessage(va("Processing shader %d/%d: \"%s\"\n",iUniqueIndex,UniqueSkinShaders.size(),strShader.c_str()));

		OutputDebugString(va("Unique: \"%s\"... ",strShader.c_str()));

		int iTextureHandle = Texture_Load(strShader.c_str(), true);	// bInhibitStatus

		GLuint uiGLBind = Texture_GetGLBind( iTextureHandle );

		if (uiGLBind == 0)
		{
			OutputDebugString("NOT FOUND\n");
			
			strNotFoundList += strShader;
			strNotFoundList += "\n";
		}
		else
		{
			OutputDebugString("found\n");

			strFoundList += strShader;
			strFoundList += "\n";
		}
	}

	StatusMessage(NULL);

	
	// see if we were missing any model materials in these skins...
	//
	CString strModelMaterialsMissing;
	if (SkinFileMaterialsMissing.size())
	{
		for (SkinFileMaterialsMissing_t::iterator itSkinFileMaterialsMissing = SkinFileMaterialsMissing.begin(); itSkinFileMaterialsMissing != SkinFileMaterialsMissing.end(); ++itSkinFileMaterialsMissing)
		{
			string strSkinFileName((*itSkinFileMaterialsMissing).first);

			if (iSkinNumber == -1)
			{
				strModelMaterialsMissing += va("\nSkin \"%s\":\n",strSkinFileName.c_str());
			}
																					 
			for (EthnicMaterials_t::iterator itSkinFile = (*itSkinFileMaterialsMissing).second.begin(); itSkinFile != (*itSkinFileMaterialsMissing).second.end(); ++itSkinFile)
			{
				string strEthnicFileName((*itSkinFile).first);

				strModelMaterialsMissing += va("Ethnic \"%s\":   ",strEthnicFileName.c_str());

				StringVector_t& MaterialStrings = (*itSkinFile).second;

				for (int iMaterial = 0; iMaterial != MaterialStrings.size(); ++iMaterial)
				{
					string strMaterial(MaterialStrings[iMaterial]);

					strModelMaterialsMissing += va("%s\"%s\"",(iMaterial==0)?"":", ",strMaterial.c_str());
				}
				strModelMaterialsMissing += "\n";
			}
		}
	}
	if (!strModelMaterialsMissing.IsEmpty())
	{
		if (iSkinNumber == -1)
		{
			strModelMaterialsMissing.Insert(0, "One or more skin files are missing some material definitions referenced by this model's currently-active surfaces.\nList follows...\n\n");
		}
		else
		{
			strModelMaterialsMissing.Insert(0, "This skin file is missing one or more material definitions referenced by this model's currently-active surfaces.\nList follows...\n\n");
		}
	}

	
	if (!strModelMaterialsMissing.IsEmpty())
	{
		if (bCheckMissingMaterials)
		{
			WarningBox(va("Summary Part 1: Missing materials\n\n%s",(LPCSTR)strModelMaterialsMissing));
		}
	}


	// Now output results...

	// If too many lines to fit on screen (which is now happening), send 'em to notepad instead...
	//
	// ( tacky way of counting lines...)
	CString strTackyCount(strNotFoundList.c_str());
			strTackyCount += strFoundList.c_str();

	int iLines = strTackyCount.Replace('\n','?');	// :-)

	#define MAX_BOX_LINES_HERE 50

	if (strNotFoundList.empty())
	{
		if (iLines > MAX_BOX_LINES_HERE)
		{
			if (GetYesNo(va("All shaders found...    :-)\n\nList has > %d entries, send to Notepad?",MAX_BOX_LINES_HERE)))
			{
				SendStringToNotepad(va("All shaders found...    :-)\n\nList follows:\n\n%s",strFoundList.c_str()),"found_shaders.txt");
			}
		}
		else
		{
			InfoBox(va("All shaders found...    :-)\n\nList follows:\n\n%s",strFoundList.c_str()));
		}
	}
	else
	{
		if (iLines > MAX_BOX_LINES_HERE)
		{
			if (GetYesNo(va("Some missing shader, some found, but list is > %d entries, send to Notepad?",MAX_BOX_LINES_HERE)))
			{
				SendStringToNotepad(va("Missing shaders:\n\n%s\n\nFound shaders:\n\n%s",strNotFoundList.c_str(),strFoundList.c_str()),"found_shaders.txt");
			}
		}
		else
		{
			WarningBox(va("Missing shaders:\n\n%s\n\nFound shaders:\n\n%s",strNotFoundList.c_str(),strFoundList.c_str()));
		}
		bReturn = false;
	}


	g_bReportImageLoadErrors = bPREV_bReportImageLoadErrors;
	return bReturn;
}
Ejemplo n.º 3
0
static LPCSTR Skins_Parse(string strThisSkinFileName, CGPGroup *pFileGroup, CGPGroup *pParseGroup_Prefs)
{
	LPCSTR psError = NULL;

	// read any optional surface on/off blocks...
	//
	for (int iSurfaceOnOffType = 0; iSurfaceOnOffType<3; iSurfaceOnOffType++)
	{
		CGPGroup *pSurfaceParseGroup = NULL;
		switch (iSurfaceOnOffType)
		{
			case 0: pSurfaceParseGroup = pParseGroup_Prefs->FindSubGroup(sSKINKEYWORD_SURFACES_ON);				break;
			case 1: pSurfaceParseGroup = pParseGroup_Prefs->FindSubGroup(sSKINKEYWORD_SURFACES_OFF);			break;
			case 2: pSurfaceParseGroup = pParseGroup_Prefs->FindSubGroup(sSKINKEYWORD_SURFACES_OFFNOCHILDREN);	break;
			default: assert(0);	break;
		}

		if (pSurfaceParseGroup)
		{
			CGPValue *pValue = pSurfaceParseGroup->GetPairs();
			while (pValue)
			{			
//				string str1 = (*it).first;	// junk, eg "name1"
				string str2 = pValue->GetTopValue();
				
				switch (iSurfaceOnOffType)
				{
					case 0: CurrentSkinsSurfacePrefs[strThisSkinFileName].vSurfacesOn.push_back(str2);	break;
					case 1: CurrentSkinsSurfacePrefs[strThisSkinFileName].vSurfacesOff.push_back(str2);	break;
					case 2: CurrentSkinsSurfacePrefs[strThisSkinFileName].vSurfacesOffNoChildren.push_back(str2);	break;
					default: assert(0);	break;
				}

				pValue = pValue->GetNext();
			}
		}
	}

	// find all the materials and add them to the skin set...
	//
	int iMaterialDeclarationIndex = 0;
	for (CGPGroup *pMaterialGroup = pFileGroup->GetSubGroups(); pMaterialGroup; pMaterialGroup = pMaterialGroup->GetNext(), iMaterialDeclarationIndex++)
	{
		string strKeyWord = pMaterialGroup->GetName();

		if (strKeyWord == sSKINKEYWORD_MATERIAL)
		{
			string strMaterialName(pMaterialGroup->FindPairValue(sSKINKEYWORD_NAME,""));

			if (strMaterialName == "")
			{
				psError = va("%s[%d] had no \"%s\" field!\n",sSKINKEYWORD_MATERIAL, iMaterialDeclarationIndex, sSKINKEYWORD_NAME);
				return psError;
			}

			// now iterate through the ethnic group variants of this material...
			//
			int iEthnicGroupIndex = 0;
			for (CGPGroup *pEthnicGroup = pMaterialGroup->GetSubGroups(); pEthnicGroup; pEthnicGroup = pEthnicGroup->GetNext(), iEthnicGroupIndex++)
			{
				strKeyWord = pEthnicGroup->GetName();

				if (strKeyWord == sSKINKEYWORD_GROUP)
				{
					string strEthnicGroupName(pEthnicGroup->FindPairValue(sSKINKEYWORD_NAME,""));

					if (strEthnicGroupName == "")
					{
						psError = va("%s[%d] %s[%d] had no \"%s\" field!\n",sSKINKEYWORD_MATERIAL, iMaterialDeclarationIndex, sSKINKEYWORD_GROUP, iEthnicGroupIndex, sSKINKEYWORD_NAME);
						return psError;
					}

					// now iterate through the shader variants for this ethnic version of this material...  (is anyone reading this...?)
					//
					int iAlternateShaderIndex = 0;
					for (CGPValue *pValue = pEthnicGroup->GetPairs(); pValue; pValue = pValue->GetNext())
					{
						string strField(pValue->GetName());

						if (strField != sSKINKEYWORD_NAME)
						{
							// ... then it should be a shader...
							//
							string strShader(pValue->GetTopValue());

							CurrentSkins[strThisSkinFileName][strEthnicGroupName][strMaterialName].push_back(strShader);
						}
					}
				}
			}
		}
	}

	return psError;
}
void HSWDisplay::LoadGraphics()
{
    // We assume here that the current GL context is the one our resources will be associated with.

    if(GLVersionInfo.MajorVersion == 0)
        GetGLVersionAndExtensions(GLVersionInfo);
    
    if (FrameBuffer == 0)
    {
        glGenFramebuffers(1, &FrameBuffer);
    }

    if (!pTexture) // To do: Add support for .dds files, which would be significantly smaller than the size of the tga.
    {
        size_t textureSize;
        const uint8_t* TextureData = GetDefaultTexture(textureSize);
        pTexture = *LoadTextureTga(RenderParams, Sample_Linear | Sample_Clamp, TextureData, (int)textureSize, 255);
    }

    if (!pShaderSet)
    {
        pShaderSet = *new ShaderSet();
    }

    if(!pVertexShader)
    {
        OVR::String strShader((GLVersionInfo.MajorVersion >= 3) ? glsl3Prefix : glsl2Prefix);
        strShader += SimpleTexturedQuad_vs;

        pVertexShader = *new VertexShader(&RenderParams, const_cast<char*>(strShader.ToCStr()), strShader.GetLength(), SimpleTexturedQuad_vs_refl, OVR_ARRAY_COUNT(SimpleTexturedQuad_vs_refl));
        pShaderSet->SetShader(pVertexShader);
    }

    if(!pFragmentShader)
    {
        OVR::String strShader((GLVersionInfo.MajorVersion >= 3) ? glsl3Prefix : glsl2Prefix);
        strShader += SimpleTexturedQuad_ps;

        pFragmentShader = *new FragmentShader(&RenderParams, const_cast<char*>(strShader.ToCStr()), strShader.GetLength(), SimpleTexturedQuad_ps_refl, OVR_ARRAY_COUNT(SimpleTexturedQuad_ps_refl));
        pShaderSet->SetShader(pFragmentShader);
    }

    if(!pVB)
    {
        pVB = *new Buffer(&RenderParams);

        pVB->Data(Buffer_Vertex, NULL, 4 * sizeof(HASWVertex));
        HASWVertex* pVertices = (HASWVertex*)pVB->Map(0, 4 * sizeof(HASWVertex), Map_Discard);
        OVR_ASSERT(pVertices);

        if(pVertices)
        {
            const bool  flip   = ((RenderState.DistortionCaps & ovrDistortionCap_FlipInput) != 0);
            const float left   = -1.0f; // We currently draw this in normalized device coordinates with an stereo translation
            const float top    = -1.1f; // applied as a vertex shader uniform. In the future when we have a more formal graphics
            const float right  =  1.0f; // API abstraction we may move this draw to an overlay layer or to a more formal 
            const float bottom =  0.9f; // model/mesh scheme with a perspective projection.

            pVertices[0] = HASWVertex(left,  top,    0.f, Color(255, 255, 255, 255), 0.f, flip ? 1.f : 0.f);
            pVertices[1] = HASWVertex(left,  bottom, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 0.f : 1.f);
            pVertices[2] = HASWVertex(right, top,    0.f, Color(255, 255, 255, 255), 1.f, flip ? 1.f : 0.f); 
            pVertices[3] = HASWVertex(right, bottom, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 0.f : 1.f);

            pVB->Unmap(pVertices);
        }
    }

    // We don't generate the vertex arrays here
    if (!VAO && GLVersionInfo.SupportsVAO)
    {
        OVR_ASSERT(!VAOInitialized);
        
        #ifdef OVR_OS_MAC
            if(GLVersionInfo.WholeVersion >= 302)
                glGenVertexArrays(1, &VAO);
            else
                glGenVertexArraysAPPLE(1, &VAO);
        #else
            glGenVertexArrays(1, &VAO);
        #endif
    }
}