Created
September 30, 2011 08:00
-
-
Save madebyjeffrey/1253035 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "Shader.h" | |
using namespace std; | |
Shader::Shader() : program(0), shaders(vector<GLuint>()) | |
{ | |
// do not create program here, because it will be initialized before gl context | |
// program = glCreateProgram(); | |
} | |
Shader::~Shader() | |
{ | |
if (program) | |
glDeleteProgram(program); | |
// run through shaders to delete them | |
} | |
bool Shader::compile(const string &file, GLenum shaderType) | |
{ | |
ifstream shaderFile; | |
shaderFile.open(file.c_str(), ios::binary); | |
stringstream in; | |
in << shaderFile.rdbuf(); | |
string source(in.str()); | |
// should check for read errors... | |
const char *str = source.c_str(); | |
GLuint shader = glCreateShader(shaderType); | |
glShaderSource(shader, 1, &str, NULL); | |
glCompileShader(shader); | |
GLint status; | |
glGetShaderiv(shader, GL_COMPILE_STATUS, &status); | |
if (status == GL_FALSE) | |
{ | |
GLint infoLogLength; | |
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); | |
GLchar *strInfoLog = new GLchar[infoLogLength + 1]; | |
glGetShaderInfoLog(shader, infoLogLength, NULL, strInfoLog); | |
const char *strShaderType = NULL; | |
switch(shaderType) | |
{ | |
case GL_VERTEX_SHADER: strShaderType = "vertex"; break; | |
case GL_GEOMETRY_SHADER: strShaderType = "geometry"; break; | |
case GL_FRAGMENT_SHADER: strShaderType = "fragment"; break; | |
} | |
std::cerr << "Compile failure in " << strShaderType << " shader: " << strInfoLog << std::endl; | |
delete[] strInfoLog; | |
glDeleteShader(shader); | |
return false; | |
} | |
shaders.push_back(shader); | |
return true; | |
} | |
bool Shader::link() | |
{ | |
program = glCreateProgram(); | |
if (!program) { | |
std::cerr << "Program handle invalid." << std::endl; | |
return false; | |
} | |
glLinkProgram(program); | |
GLint status; | |
glGetProgramiv(program, GL_LINK_STATUS, &status); | |
if (status == GL_FALSE) | |
{ | |
GLint infoLogLength; | |
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength); | |
GLchar *strInfoLog = new GLchar[infoLogLength + 1]; | |
glGetProgramInfoLog(program, infoLogLength, NULL, strInfoLog); | |
std::cerr << "Linker failure: " << strInfoLog << std::endl; | |
delete[] strInfoLog; | |
return false; | |
} | |
return true; | |
} | |
void Shader::use() | |
{ | |
glUseProgram(program); | |
} | |
void Shader::unuse() | |
{ | |
glUseProgram(0); | |
} | |
int Shader::uniformLocation(const char *name) | |
{ | |
return glGetUniformLocation(this->program, name); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment