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Copy pathShader.cpp
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144 lines (123 loc) · 2.89 KB
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#include "Shader.h"
#include <iostream>
#include <fstream>
#include <sstream>
Shader::Shader(void)
{
m_initialized = false;
for (unsigned char i = 0; i < 3; i++)
m_shaders[i] = 0;
m_attributes.clear();
m_uniforms.clear();
}
Shader::~Shader(void)
{
m_initialized = false;
m_attributes.clear();
m_uniforms.clear();
glDeleteProgram(m_program);
}
bool Shader::compileShaderString(GLenum type, const std::string &source)
{
GLuint shader = glCreateShader (type);
const GLchar *schr = source.c_str();
glShaderSource(shader, 1, &schr, NULL);
GLint status;
glCompileShader(shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE)
{
if (type == GL_VERTEX_SHADER)
m_shaders[0] = shader;
else if (type == GL_GEOMETRY_SHADER)
m_shaders[1] = shader;
else if (type == GL_FRAGMENT_SHADER)
m_shaders[2] = shader;
}
else
{
GLint infoLogLength;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
std::cerr << "Compile log: " << infoLog << std::endl;
delete [] infoLog;
return false;
}
return true;
}
bool Shader::createAndLinkProgram()
{
m_program = glCreateProgram ();
for (unsigned char i = 0; i < 3; i++)
{
if (m_shaders[i] != 0)
glAttachShader(m_program, m_shaders[i]);
}
GLint status;
glLinkProgram (m_program);
glGetProgramiv (m_program, GL_LINK_STATUS, &status);
if (status == GL_TRUE)
m_initialized = true;
else
{
GLint infoLogLength;
glGetProgramiv (m_program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetProgramInfoLog (m_program, infoLogLength, NULL, infoLog);
std::cerr << "Link log: " << infoLog << std::endl;
delete [] infoLog;
return false;
}
for (unsigned char i = 0; i < 3; i++)
glDeleteShader(m_shaders[i]);
return true;
}
void Shader::begin()
{
if (m_initialized)
glUseProgram(m_program);
}
void Shader::end()
{
if (m_initialized)
glUseProgram(0);
}
void Shader::addAttribute(const std::string &attribute)
{
m_attributes[attribute]= glGetAttribLocation(m_program, attribute.c_str());
}
GLuint Shader::getAttribute(const std::string &attribute)
{
return m_attributes[attribute];
}
void Shader::addUniform(const std::string &uniform)
{
m_uniforms[uniform] = glGetUniformLocation(m_program, uniform.c_str());
}
GLuint Shader::getUniform(const std::string &uniform)
{
return m_uniforms[uniform];
}
bool Shader::compileShaderFile(GLenum whichShader, const std::string &filename)
{
std::ifstream fp;
fp.open(filename.c_str(), std::ios_base::in);
if(fp)
{
std::ostringstream output;
output << fp.rdbuf();
fp.close();
compileShaderString(whichShader, output.str());
}
else
{
std::cerr << "Error occurred while loading shader: " << filename << std::endl;
return false;
}
return true;
}
bool Shader::isInitialized()
{
return m_initialized;
}