Files
escape-the-dawn/Escape-the-Dawn/ShaderProgram.h
T
2014-03-06 17:31:21 +01:00

189 lines
3.8 KiB
C++

#ifndef ShaderProgram_h__
#define ShaderProgram_h__
#include <memory>
#include <string>
#include <fstream>
#include <vector>
#define _CRT_SECURE_NO_WARNINGS
#include <GL/glew.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#include <glext.h>
#include "glerror.h"
class Shader
{
public:
static GLuint 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(GLenum shaderType, std::string fileName)
: m_ShaderType(shaderType), m_FileName(fileName)
{
m_ShaderHandle = 0;
}
virtual ~Shader()
{
glDeleteShader(m_ShaderHandle);
}
GLuint Compile()
{
m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
return m_ShaderHandle;
}
GLenum GetType() const { return m_ShaderType; }
std::string GetFileName() const { return m_FileName; }
GLuint GetHandle() const { return m_ShaderHandle; }
bool IsCompiled() const { return m_ShaderHandle != 0; }
protected:
GLenum m_ShaderType;
std::string m_FileName;
GLint m_ShaderHandle;
};
template <int SHADERTYPE>
class ShaderType : public Shader
{
public:
ShaderType(std::string fileName)
: Shader(SHADERTYPE, fileName) { }
};
class VertexShader : public ShaderType<GL_VERTEX_SHADER>
{
public:
VertexShader(std::string fileName)
: ShaderType(fileName) { }
};
class FragmentShader : public ShaderType<GL_FRAGMENT_SHADER>
{
public:
FragmentShader(std::string fileName)
: ShaderType(fileName) { }
};
class GeometryShader : public ShaderType<GL_GEOMETRY_SHADER>
{
public:
GeometryShader(std::string fileName)
: ShaderType(fileName) { }
};
class ShaderProgram
{
public:
ShaderProgram()
{
Initialize();
}
ShaderProgram(std::string vertexShaderFile, std::string fragmentShaderFile)
{
AddShader(std::unique_ptr<Shader>(new VertexShader(vertexShaderFile)));
AddShader(std::unique_ptr<Shader>(new VertexShader(fragmentShaderFile)));
Initialize();
}
void AddShader(std::unique_ptr<Shader> shader)
{
if (!shader->IsCompiled()) {
shader->Compile();
}
m_Shaders.push_back(std::move(shader));
}
GLuint Link()
{
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;
for (auto &shader : m_Shaders) {
shader.release();
}
m_Shaders.clear();
}
void Bind()
{
if (m_ShaderProgramHandle == 0)
return;
glActiveShaderProgram(0, m_ShaderProgramHandle);
}
void Unbind()
{
glActiveShaderProgram(0, 0);
}
private:
GLuint m_ShaderProgramHandle;
std::vector<std::unique_ptr<Shader>> m_Shaders;
void Initialize()
{
m_ShaderProgramHandle = 0;
}
};
#endif // ShaderProgram_h__