/* ================= 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; }
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"); }
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; }
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; }