Files
escape-the-dawn/Escape-the-Dawn/ShaderProgram.cpp
T
2014-03-11 15:47:02 +01:00

144 lines
2.8 KiB
C++

#include "ShaderProgram.h"
GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
{
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return 0;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
GLuint shader = glCreateShader(shaderType);
if(GLERROR("glCreateShader"))
return 0;
const GLchar* shaderFiles = shaderFile.c_str();
const GLint length = shaderFile.length();
glShaderSource(shader, 1, &shaderFiles, &length);
if(GLERROR("glShaderSource"))
return 0;
glCompileShader(shader);
GLint compileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if(compileStatus != GL_TRUE) {
LOG_ERROR("Shader compilation failed");
GLsizei infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* infolog = new GLchar[infoLogLength];
glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
LOG_ERROR(infolog);
delete[] infolog;
}
if(GLERROR("glCompileShader"))
return 0;
return shader;
}
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
{
m_ShaderHandle = 0;
}
Shader::~Shader()
{
if (m_ShaderHandle != 0) {
glDeleteShader(m_ShaderHandle);
}
}
GLuint Shader::Compile()
{
m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
return m_ShaderHandle;
}
GLenum Shader::GetType() const
{
return m_ShaderType;
}
std::string Shader::GetFileName() const
{
return m_FileName;
}
GLuint Shader::GetHandle() const
{
return m_ShaderHandle;
}
bool Shader::IsCompiled() const
{
return m_ShaderHandle != 0;
}
ShaderProgram::~ShaderProgram()
{
if (m_ShaderProgramHandle != 0) {
glDeleteProgram(m_ShaderProgramHandle);
}
}
void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
{
m_Shaders.push_back(shader);
}
void ShaderProgram::Compile()
{
for (auto &shader : m_Shaders) {
if (!shader->IsCompiled()) {
shader->Compile();
}
}
}
GLuint ShaderProgram::Link()
{
if (m_Shaders.size() == 0) {
LOG_ERROR("Failed to link shader program: No shaders bound");
return 0;
}
LOG_INFO("Linking shader program");
m_ShaderProgramHandle = glCreateProgram();
for (auto &shader : m_Shaders) {
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
}
glLinkProgram(m_ShaderProgramHandle);
if (GLERROR("glLinkProgram"))
return 0;
m_Shaders.clear();
return m_ShaderProgramHandle;
}
GLuint ShaderProgram::GetHandle()
{
return m_ShaderProgramHandle;
}
void ShaderProgram::Bind()
{
if (m_ShaderProgramHandle == 0)
return;
glUseProgram(m_ShaderProgramHandle);
}
void ShaderProgram::Unbind()
{
glActiveShaderProgram(0, 0);
}