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ShaderProgram.cpp
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184 lines (152 loc) · 4.26 KB
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#include <iostream>
#include <sstream>
#include <fstream>
#include <vector>
#include <unistd.h>
#include "ShaderProgram.h"
const char * shaderTypeAsString( GLuint type)
{
switch( type) {
case GL_VERTEX_SHADER:
return "VERTEX SHADER";
case GL_FRAGMENT_SHADER:
return "FRAGMENT SHADER";
default:
return "UNKNOWN SHADER";
}
}
void Shader::loadFile( GLuint type, const std::string filename)
{
printf("Loading shader from file %s\n", filename.c_str());
std::ifstream ifs( filename);
if(ifs.fail()) {
std::cerr << strerror(errno) << '\n';
}
std::stringstream ss;
ss << ifs.rdbuf();
std::string src = ss.str();
loadSource( type, src);
description = filename;
}
void Shader::loadSource( GLuint type, const std::string & src)
{
const char * type_string = shaderTypeAsString( type);
int status = 0;
id = glCreateShader( type);
#if 0
printf( ">>>> %s id=%u >>>>\n%s<<<< %s id=%u <<<<\n",
type_string, id, src.c_str(), type_string, id);
#endif
description = "source";
// Make an array of pointers for GL
const char * srcs[] = { src.c_str() };
glShaderSource( id, 1, srcs, NULL);
// Compile shader
glCompileShader( id);
glGetShaderiv( id, GL_COMPILE_STATUS, &status);
printf( "Shader Compile status: %s\n", status ? "OK" : "ERROR");
if( !status) {
GLint len = 0;
glGetShaderiv( id, GL_INFO_LOG_LENGTH, &len);
std::vector<GLchar> log( len);
glGetShaderInfoLog( id, len, &len, &log[0]);
printf( "Compiler Error Message:\n%s", (char *) &log[0]);
glDeleteShader( id);
exit(EXIT_FAILURE); // FIXME - return error
return;
}
}
void Program::create()
{
id = glCreateProgram();
}
void Program::attach( Shader & shader)
{
if( shader.id != 0) {
glAttachShader( id, shader.id);
}
}
void Program::link()
{
GLint status = 0;
glLinkProgram( id);
glGetProgramiv( id, GL_LINK_STATUS, &status);
printf( "Link status: %s\n", status ? "OK" : "ERROR");
if( !status) {
GLint len = 0;
glGetProgramiv( id, GL_INFO_LOG_LENGTH, &len);
std::vector<GLchar> log( len);
glGetProgramInfoLog( id, len, &len, &log[0]);
printf( "Linker Error Message:\n%s", (char *) &log[0]);
glDeleteProgram( id);
exit(EXIT_FAILURE); // FIXME - return error
}
}
bool Program::loadVertexFragmentFiles(const std::string & vsFilename,
const std::string & fsFilename)
{
vertexShader.loadFile(GL_VERTEX_SHADER, vsFilename);
fragmentShader.loadFile(GL_FRAGMENT_SHADER, fsFilename);
if(!vertexShader.valid() || !fragmentShader.valid()) {
return false;
}
create();
attach(vertexShader);
attach(fragmentShader);
link();
return valid();
}
GLint Program::uniformLocation(const char * name)
{
GLint loc = glGetUniformLocation(id, name);
#if 0
printf("Uniform(program %u %s %s): %s -> %d\n", id,
vertexShader.description.c_str(),
fragmentShader.description.c_str(),
name, loc);
#endif
GL_WARN_IF_ERROR();
return loc;
}
void Program::setUniform(GLint loc, int value)
{
if(loc < 0) { return; }
glUniform1i(loc, value);
GL_WARN_IF_ERROR();
}
void Program::setUniform(GLint loc, bool value)
{
setUniform(loc, (int) value);
}
void Program::setUniform(GLint loc, float value)
{
if(loc < 0) { return; }
glUniform1f(loc, value);
GL_WARN_IF_ERROR();
}
void Program::setUniform3fv(GLint loc, int count, const float * values)
{
if(loc < 0) { return; }
glUniform3fv(loc, count, values);
GL_WARN_IF_ERROR();
}
void Program::setUniform4fv(GLint loc, int count, const float * values)
{
if(loc < 0) { return; }
glUniform4fv(loc, count, values);
GL_WARN_IF_ERROR();
}
void Program::setUniformMatrix4fv(GLint loc, int count, const float * values)
{
if(loc < 0) { return; }
glUniformMatrix4fv(loc, count, GL_TRUE, values);
GL_WARN_IF_ERROR();
}
std::shared_ptr<Program> createShaderProgram(const char * vs, const char * fs)
{
auto program = std::make_shared<Program>();
if(!program->loadVertexFragmentFiles(vs, fs)) {
return nullptr;
}
return program;
}