/*
=================
R_LinkGLSLShader

links the GLSL vertex and fragment shaders together to form a GLSL program
=================
*/
bool R_LinkGLSLShader( shaderProgram_t *shaderProgram, bool needsAttributes ) {
	GLint linked;

	shaderProgram->program = qglCreateProgramObjectARB( );

	qglAttachObjectARB( shaderProgram->program, shaderProgram->vertexShader );
	qglAttachObjectARB( shaderProgram->program, shaderProgram->fragmentShader );

	if ( needsAttributes ) {
		qglBindAttribLocationARB( shaderProgram->program, 8, "attr_TexCoord" );
		qglBindAttribLocationARB( shaderProgram->program, 9, "attr_Tangent" );
		qglBindAttribLocationARB( shaderProgram->program, 10, "attr_Bitangent" );
		qglBindAttribLocationARB( shaderProgram->program, 11, "attr_Normal" );
	}

	qglLinkProgramARB( shaderProgram->program );

	qglGetObjectParameterivARB( shaderProgram->program, GL_OBJECT_LINK_STATUS_ARB, &linked );
	if ( !linked ) {
		common->Printf( "R_LinkGLSLShader: program failed to link\n" );
		return false;
	}

	return true;
}
Example #2
0
static void R_InitFragmentShader( const char *filename, GLhandleARB *fragmentShader, GLhandleARB *program, GLhandleARB vertexShader, const char *fallbackShader ) {
	int 		len;
	int 		slen;
	void 		*shaderSource;
	char 		*text;
	qboolean	fallback = qfalse;

	if ( !glsl ) {
		return;
	}

	Com_VPrintf( "^5%s ->\n", filename );
	*fragmentShader = qglCreateShaderObjectARB( GL_FRAGMENT_SHADER_ARB );
	len = ri.FS_ReadFile( filename, &shaderSource );

	if ( len <= 0 ) {
		len = strlen(fallbackShader);
		if ( len ) {
			Com_VPrintf( "^1using fallback shader\n" );
			//ri.FS_FreeFile(shaderSource);
			//shaderSource = (void *)fallbackShader;
			fallback = qtrue;
		} else {
			Com_VPrintf( "^1couldn't find file\n" );
			R_DeleteGlslShadersAndPrograms();
			glsl = qfalse;
			return;
		}
	}

	slen = strlen(ShaderExtensions);
	text = (char *)malloc(len + slen + 3);
	if (!text) {
		Com_VPrintf( "R_InitFragmentShader() couldn't allocate memory for GLSL shader file\n" );
		if ( !fallbackShader ) ri.FS_FreeFile(shaderSource);
		qglDeleteObjectARB(*fragmentShader);
		return;
	}
	Com_sprintf( text, len + slen + 3, "%s\n%s\n", ShaderExtensions, fallback ? fallbackShader : (char *)shaderSource );
	qglShaderSourceARB(*fragmentShader, 1, (const char **)&text, NULL);
	qglCompileShaderARB(*fragmentShader);
	printGlslLog(*fragmentShader);
	if ( !fallbackShader ) ri.FS_FreeFile(shaderSource);
	free(text);

	*program = qglCreateProgramObjectARB();
	qglAttachObjectARB(*program, vertexShader);
	qglAttachObjectARB(*program, *fragmentShader);
	qglLinkProgramARB(*program);
	printGlslLog(*program);
	//Com_VPrintf("\n");
}
Example #3
0
static unsigned int R_CompileGLSLProgram(unsigned int vertexstrings_count, const char **vertexstrings_list, unsigned int fragmentstrings_count, const char **fragmentstrings_list)
{
	GLint programLinked;
	GLhandleARB programObject = 0;
	char compileLog[4096];
	//R_CheckError();

	//	if (!R.ext.ARB_fragment_shader)
	if (!gl_support_GLSL_shaders)
		return 0;

	programObject = qglCreateProgramObjectARB();
	//R_CheckError();
	if( programObject == 0 ) {
		return 0;
	}

	if( R_CompileGLSLShader( programObject, GL_VERTEX_SHADER_ARB, vertexstrings_count, vertexstrings_list ) == 0 ||
		R_CompileGLSLShader( programObject, GL_FRAGMENT_SHADER_ARB, fragmentstrings_count, fragmentstrings_list ) == 0 ) {
			qglDeleteObjectARB( programObject );
			// R_CheckError();
			return 0;
		}

		qglLinkProgramARB( programObject );
		//	R_CheckError();
		qglGetObjectParameterivARB( programObject, GL_OBJECT_LINK_STATUS_ARB, &programLinked );
		qglGetInfoLogARB( programObject, sizeof( compileLog ), NULL, compileLog );
		if( *compileLog ) {
			Con_Printf("program link log:\n%s\n", compileLog);
			// software vertex shader is ok but software fragment shader is WAY
			// too slow, fail program if so.
			// NOTE: this string might be ATI specific, but that's ok because the
			// ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
			// software fragment shader due to low instruction and dependent
			// texture limits.
			if (strstr( compileLog, "fragment shader will run in software" ))
				programLinked = false;
		}
		//R_CheckError();
		if( !programLinked ) {
			qglDeleteObjectARB( programObject );
			return 0;
		}
		//R_CheckError();
		return (unsigned int) programObject;
}
Example #4
0
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
{
	ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");

	if(strlen(name) >= MAX_QPATH)
	{
		ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name);
	}

	Q_strncpyz(program->name, name, sizeof(program->name));

	program->program = qglCreateProgramObjectARB();
	program->attribs = attribs;

	if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER_ARB)))
	{
		ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER_ARB\n", name);
		qglDeleteObjectARB(program->program);
		return 0;
	}

	if(fpCode)
	{
		if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER_ARB)))
		{
			ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER_ARB\n", name);
			qglDeleteObjectARB(program->program);
			return 0;
		}
	}

	if(attribs & ATTR_POSITION)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION, "attr_Position");

	if(attribs & ATTR_TEXCOORD)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD, "attr_TexCoord0");

	if(attribs & ATTR_LIGHTCOORD)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTCOORD, "attr_TexCoord1");

//  if(attribs & ATTR_TEXCOORD2)
//      qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2");

//  if(attribs & ATTR_TEXCOORD3)
//      qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3");

	if(attribs & ATTR_TANGENT)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");

	if(attribs & ATTR_NORMAL)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL, "attr_Normal");

	if(attribs & ATTR_COLOR)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_COLOR, "attr_Color");

	if(attribs & ATTR_PAINTCOLOR)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor");

	if(attribs & ATTR_LIGHTDIRECTION)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection");

	if(attribs & ATTR_POSITION2)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION2, "attr_Position2");

	if(attribs & ATTR_NORMAL2)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2");

	if(attribs & ATTR_TANGENT2)
		qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");

	GLSL_LinkProgram(program->program);

	return 1;
}