old-Testgame/renderer/shader.cpp

130 lines
2.9 KiB
C++
Raw Permalink Normal View History

2016-08-28 09:31:10 +00:00
#include <renderer/shader.h>
#include <SDL.h>
#include <iostream>
using namespace std;
Shader::Shader(const char* filename): object(0)
{
SDL_RWops *rw = SDL_RWFromFile(filename, "rb");
if(rw==NULL) throw nullptr; //Load
Sint64 res_size = SDL_RWsize(rw);
shader_contents=new char[res_size+1]; //Allocate
Sint64 nb_read_total=0, nb_read=1;
char* buf = shader_contents;
while(nb_read_total < res_size && nb_read != 0 ) { //Read
nb_read = SDL_RWread(rw, buf, 1, (res_size - nb_read_total));
nb_read_total += nb_read;
buf += nb_read;
}
SDL_RWclose(rw); //Cleanup
if (nb_read_total != res_size) {
delete[] shader_contents;
throw nullptr;
}
shader_contents[nb_read_total] = '\0';
}
Shader::~Shader()
{
delete[] shader_contents;
if(object)
glDeleteShader(object);
}
Shader::operator GLuint()
{
return object;
}
void Shader::printLog()
{
printLog(object);
}
void Shader::printLog(GLuint object)
{
GLint log_length = 0;
if(glIsShader(object)) {
glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
} else if(glIsProgram(object)) {
glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length);
} else {
cerr << "printlog: Not a shader or a program" << endl;
return;
}
char* log = new char[log_length];
if(glIsShader(object))
glGetShaderInfoLog(object, log_length, NULL, log);
else
glGetProgramInfoLog(object, log_length, NULL, log);
cerr << log;
delete[] log;
}
auto FragmentShader::compile() -> bool {
const GLchar *source = shader_contents;
GLuint res = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* sources[] = {
#ifdef GL_ES_VERSION_2_0
"#version 100\n" //OpenGL ES 2.0
#else
"#version 120\n" //OpenGL .1
#endif
,source };
glShaderSource(res, 2, sources, NULL);
glCompileShader(res);
GLint compile_ok = GL_FALSE;
glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
if(compile_ok == GL_FALSE) {
printLog(res);
glDeleteShader(res);
return false;
}
object=res;
return true;
}
auto VertexShader::compile() -> bool {
const GLchar *source = shader_contents;
GLuint res = glCreateShader(GL_VERTEX_SHADER);
const GLchar* sources[] = {
#ifdef GL_ES_VERSION_2_0
"#version 100\n" //OpenGL ES 2.0
#else
"#version 120\n" //OpenGL .1
#endif
,source };
glShaderSource(res, 2, sources, NULL);
glCompileShader(res);
GLint compile_ok = GL_FALSE;
glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
if(compile_ok == GL_FALSE) {
printLog(res);
glDeleteShader(res);
return false;
}
object=res;
return true;
}
GLuint link(vector< Shader*> &shaders)
{
GLint link_ok = GL_FALSE;
GLuint program=glCreateProgram();
for(int i=0;i<shaders.size();i++) {
glAttachShader(program, *shaders[i]);
}
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
if (link_ok==GL_FALSE) {
shaders[0]->printLog(program);
throw nullptr;
}
return program;
}