130 lines
No EOL
2.9 KiB
C++
130 lines
No EOL
2.9 KiB
C++
#include <renderer/shader.h>
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#include <SDL.h>
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#include <iostream>
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using namespace std;
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Shader::Shader(const char* filename): object(0)
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{
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SDL_RWops *rw = SDL_RWFromFile(filename, "rb");
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if(rw==NULL) throw nullptr; //Load
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Sint64 res_size = SDL_RWsize(rw);
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shader_contents=new char[res_size+1]; //Allocate
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Sint64 nb_read_total=0, nb_read=1;
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char* buf = shader_contents;
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while(nb_read_total < res_size && nb_read != 0 ) { //Read
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nb_read = SDL_RWread(rw, buf, 1, (res_size - nb_read_total));
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nb_read_total += nb_read;
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buf += nb_read;
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}
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SDL_RWclose(rw); //Cleanup
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if (nb_read_total != res_size) {
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delete[] shader_contents;
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throw nullptr;
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}
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shader_contents[nb_read_total] = '\0';
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}
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Shader::~Shader()
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{
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delete[] shader_contents;
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if(object)
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glDeleteShader(object);
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}
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Shader::operator GLuint()
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{
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return object;
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}
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void Shader::printLog()
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{
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printLog(object);
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}
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void Shader::printLog(GLuint object)
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{
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GLint log_length = 0;
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if(glIsShader(object)) {
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glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
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} else if(glIsProgram(object)) {
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glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length);
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} else {
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cerr << "printlog: Not a shader or a program" << endl;
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return;
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}
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char* log = new char[log_length];
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if(glIsShader(object))
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glGetShaderInfoLog(object, log_length, NULL, log);
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else
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glGetProgramInfoLog(object, log_length, NULL, log);
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cerr << log;
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delete[] log;
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}
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auto FragmentShader::compile() -> bool {
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const GLchar *source = shader_contents;
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GLuint res = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar* sources[] = {
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#ifdef GL_ES_VERSION_2_0
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"#version 100\n" //OpenGL ES 2.0
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#else
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"#version 120\n" //OpenGL .1
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#endif
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,source };
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glShaderSource(res, 2, sources, NULL);
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glCompileShader(res);
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GLint compile_ok = GL_FALSE;
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glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
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if(compile_ok == GL_FALSE) {
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printLog(res);
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glDeleteShader(res);
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return false;
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}
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object=res;
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return true;
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}
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auto VertexShader::compile() -> bool {
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const GLchar *source = shader_contents;
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GLuint res = glCreateShader(GL_VERTEX_SHADER);
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const GLchar* sources[] = {
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#ifdef GL_ES_VERSION_2_0
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"#version 100\n" //OpenGL ES 2.0
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#else
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"#version 120\n" //OpenGL .1
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#endif
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,source };
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glShaderSource(res, 2, sources, NULL);
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glCompileShader(res);
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GLint compile_ok = GL_FALSE;
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glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
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if(compile_ok == GL_FALSE) {
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printLog(res);
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glDeleteShader(res);
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return false;
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}
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object=res;
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return true;
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}
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GLuint link(vector< Shader*> &shaders)
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{
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GLint link_ok = GL_FALSE;
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GLuint program=glCreateProgram();
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for(int i=0;i<shaders.size();i++) {
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glAttachShader(program, *shaders[i]);
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}
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
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if (link_ok==GL_FALSE) {
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shaders[0]->printLog(program);
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throw nullptr;
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}
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return program;
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} |