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DataItem.cpp
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DataItem.cpp
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/*******************************************************************************
DataItem: OpenGL context data.
Copyright (c) 2006-2008 Jordan Van Aalsburg
This file is part of the Dynamics Toolset.
The Dynamics Toolset is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option) any
later version.
The Dynamics Toolset is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
details.
You should have received a copy of the GNU General Public License
along with the Dynamics Toolset. If not, see <http://www.gnu.org/licenses/>.
*******************************************************************************/
#include "DataItem.h"
// Vrui includes
//
#include <Misc/ThrowStdErr.h>
#include <GL/Extensions/GLARBVertexShader.h>
#include <GL/Extensions/GLARBFragmentShader.h>
// External includes
//
#include "VruiStreamManip.h"
#include "IO/ansi-color.h"
#include <string.h>
namespace DTS
{
//
// Shader utility methods
//
namespace
{
/*********************************************************
Support functions to compile/link vertex/fragment shaders:
*********************************************************/
void glCompileShaderFromString(GLhandleARB shaderObject, const char* shaderSource)
{
/* Determine the length of the source string: */
GLint shaderSourceLength=GLint(strlen(shaderSource));
/* Upload the shader source into the shader object: */
const GLcharARB* ss=reinterpret_cast<const GLcharARB*> (shaderSource);
glShaderSourceARB(shaderObject, 1, &ss, &shaderSourceLength);
/* Compile the shader source: */
glCompileShaderARB(shaderObject);
/* Check if the shader compiled successfully: */
GLint compileStatus;
glGetObjectParameterivARB(shaderObject, GL_OBJECT_COMPILE_STATUS_ARB, &compileStatus);
if (!compileStatus)
{
/* Get some more detailed information: */
GLcharARB compileLogBuffer[2048];
GLsizei compileLogSize;
glGetInfoLogARB(shaderObject, sizeof(compileLogBuffer), &compileLogSize, compileLogBuffer);
/* Signal an error: */
Misc::throwStdErr("glCompileShaderFromString: Error \"%s\" while compiling shader", compileLogBuffer);
}
}
GLhandleARB glCompileVertexShaderFromString(const char* shaderSource)
{
/* Create a new vertex shader: */
GLhandleARB vertexShaderObject=glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
try
{
/* Load and compile the shader source: */
glCompileShaderFromString(vertexShaderObject, shaderSource);
} catch (std::runtime_error err)
{
/* Clean up and re-throw the exception: */
glDeleteObjectARB(vertexShaderObject);
throw ;
}
return vertexShaderObject;
}
GLhandleARB glCompileFragmentShaderFromString(const char* shaderSource)
{
/* Create a new vertex shader: */
GLhandleARB fragmentShaderObject=glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
try
{
/* Load and compile the shader source: */
glCompileShaderFromString(fragmentShaderObject,shaderSource);
}
catch(std::runtime_error err)
{
/* Clean up and re-throw the exception: */
glDeleteObjectARB(fragmentShaderObject);
throw;
}
return fragmentShaderObject;
}
GLhandleARB glLinkShader(GLhandleARB vertexShaderObject,GLhandleARB fragmentShaderObject)
{
/* Create the program object: */
GLhandleARB programObject=glCreateProgramObjectARB();
/* Attach all shader objects to the shader program: */
glAttachObjectARB(programObject,vertexShaderObject);
glAttachObjectARB(programObject,fragmentShaderObject);
/* Link the program: */
glLinkProgramARB(programObject);
/* Check if the program linked successfully: */
GLint linkStatus;
glGetObjectParameterivARB(programObject,GL_OBJECT_LINK_STATUS_ARB,&linkStatus);
if(!linkStatus)
{
/* Get some more detailed information: */
GLcharARB linkLogBuffer[2048];
GLsizei linkLogSize;
glGetInfoLogARB(programObject,sizeof(linkLogBuffer),&linkLogSize,linkLogBuffer);
/* Signal an error: */
Misc::throwStdErr("glLinkShader: Error \"%s\" while linking shader program",linkLogBuffer);
}
return programObject;
}
} // namespace::
//
// DataItem methods
//
DataItem::DataItem(void)
: hasPointParameterExtension(GLARBPointParameters::isSupported()),
hasVertexBufferObjectExtension(GLARBVertexBufferObject::isSupported()),
hasShaders(GLARBShaderObjects::isSupported()&&GLARBVertexShader::isSupported()&&GLARBFragmentShader::isSupported()),
vertexBufferId(0), spriteTextureObjectId(0),
version(0),
vertexShaderObject(0),fragmentShaderObject(0),programObject(0),
numParticles(0)
{
master::filter masterout(std::cout);
masterout() << "Initializing OpenGL extensions..." << std::endl;
masterout() << "\tGL_ARB_POINT_PARAMETERS : ";
if(hasPointParameterExtension)
{
GLARBPointParameters::initExtension();
masterout() << ansi::green(ansi::BOLD) << "OK" << ansi::endl;
}
else
{
masterout() << ansi::red(ansi::BOLD) << "NOT SUPPORTED" << ansi::endl;
}
masterout() << "\tGL_ARB_VERTEX_BUFFER_OBJECT : ";
if (hasVertexBufferObjectExtension)
{
// initialize the vertex buffer object extension
GLARBVertexBufferObject::initExtension();
// create a vertex buffer object
glGenBuffersARB(1,&vertexBufferId);
masterout() << ansi::green(ansi::BOLD) << "OK" << ansi::endl;
}
else
{
masterout() << ansi::red(ansi::BOLD) << "NOT SUPPORTED" << ansi::endl;
}
glGenTextures(1, &spriteTextureObjectId);
masterout() << "\tGL_ARB_SHADER_OBJECTS : ";
if(hasShaders)
{
/* Initialize the OpenGL extensions: */
GLARBShaderObjects::initExtension();
GLARBVertexShader::initExtension();
GLARBFragmentShader::initExtension();
/* Source code for vertex and fragment programs: */
static const char* vertexProgram="\
uniform float scaledParticleRadius; \
\
void main() \
{ \
vec4 vertexEye; \
\
/* Transform the vertex to eye coordinates: */ \
vertexEye=gl_ModelViewMatrix*gl_Vertex; \
\
/* Calculate point size based on vertex' eye distance along z direction: */ \
gl_PointSize=scaledParticleRadius*2.0*vertexEye.w/vertexEye.z; \
\
/* Use standard vertex position for fragment generation: */ \
gl_FrontColor=gl_Color; \
gl_Position=ftransform(); \
}";
static const char* fragmentProgram="\
uniform sampler2D tex0; \
\
void main() \
{ \
gl_FragColor=texture2D(tex0,gl_TexCoord[0].xy)*gl_Color; \
}";
/* Compile and link the point size computation shader program: */
vertexShaderObject=glCompileVertexShaderFromString(vertexProgram);
fragmentShaderObject=glCompileFragmentShaderFromString(fragmentProgram);
programObject=glLinkShader(vertexShaderObject,fragmentShaderObject);
scaledParticleRadiusLocation=glGetUniformLocationARB(programObject,"scaledParticleRadius");
tex0Location=glGetUniformLocationARB(programObject,"tex0");
masterout() << ansi::green(ansi::BOLD) << "OK" << ansi::endl;
}
else
{
masterout() << ansi::red(ansi::BOLD) << "NOT SUPPORTED" << ansi::endl;
}
/* Display list for StaticSolverTool */
dataDisplayListVersion = 0;
dataDisplayListId=glGenLists(1);
}
DataItem::~DataItem(void)
{
if(vertexBufferId>0)
{
// delete the vertex buffer object
glDeleteBuffersARB(1,&vertexBufferId);
}
// delete texture object(s)
glDeleteTextures(1, &spriteTextureObjectId);
if(hasShaders)
{
glDeleteObjectARB(programObject);
glDeleteObjectARB(vertexShaderObject);
glDeleteObjectARB(fragmentShaderObject);
}
/* Display list for StaticSolverTool */
glDeleteLists(dataDisplayListId, 1);
}
} // namspace::DTS