/******************************************************************************** * OpenGL-Framework * * Copyright (c) 2013 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "Shader.h" #include #include #include // Namespaces using namespace openglframework; using namespace std; // Constructor Shader::Shader() : mProgramObjectID(0) { } // Constructor with arguments Shader::Shader(const std::string vertexShaderFilename, const std::string fragmentShaderFilename) : mProgramObjectID(0) { // Create the shader create(vertexShaderFilename, fragmentShaderFilename); } // Destructor Shader::~Shader() { destroy(); } // Create the shader bool Shader::create(const std::string vertexShaderFilename, const std::string fragmentShaderFilename) { // Set the shader filenames mFilenameVertexShader = vertexShaderFilename; mFilenameFragmentShader = fragmentShaderFilename; // Check that the needed OpenGL extensions are available /*bool isExtensionOK = checkOpenGLExtensions(); if (!isExtensionOK) { cerr << "Error : Impossible to use GLSL vertex or fragment shaders on this platform" << endl; assert(false); return false; }*/ // Delete the current shader destroy(); assert(!vertexShaderFilename.empty() && !fragmentShaderFilename.empty()); // ------------------- Load the vertex shader ------------------- // GLuint vertexShaderID; std::ifstream fileVertexShader; fileVertexShader.open(vertexShaderFilename.c_str(), std::ios::binary); if (fileVertexShader.is_open()) { // Get the size of the file fileVertexShader.seekg(0, std::ios::end); uint fileSize = (uint) (fileVertexShader.tellg()); assert(fileSize != 0); // Read the file fileVertexShader.seekg(std::ios::beg); char* bufferVertexShader = new char[fileSize + 1]; fileVertexShader.read(bufferVertexShader, fileSize); fileVertexShader.close(); bufferVertexShader[fileSize] = '\0'; // Create the OpenGL vertex shader and compile it vertexShaderID = glCreateShader(GL_VERTEX_SHADER); assert(vertexShaderID != 0); glShaderSource(vertexShaderID, 1, (const char **) (&bufferVertexShader), NULL); glCompileShader(vertexShaderID); delete[] bufferVertexShader; // Get the compilation information int compiled; glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &compiled); // If the compilation failed if (compiled == 0) { // Get the log of the compilation int lengthLog; glGetShaderiv(vertexShaderID, GL_INFO_LOG_LENGTH, &lengthLog); char* str = new char[lengthLog]; glGetShaderInfoLog(vertexShaderID, lengthLog, NULL, str); // Display the log of the compilation std::cerr << "Vertex Shader Error (in " << vertexShaderFilename << ") : " << str << std::endl; delete[] str; assert(false); return false; } } else { std::cerr << "Error : Impossible to open the vertex shader file " << vertexShaderFilename << std::endl; assert(false); return false; } // ------------------- Load the fragment shader ------------------- // GLuint fragmentShaderID; std::ifstream fileFragmentShader; fileFragmentShader.open(fragmentShaderFilename.c_str(), std::ios::binary); if (fileFragmentShader.is_open()) { // Get the size of the file fileFragmentShader.seekg(0, std::ios::end); uint fileSize = (uint) (fileFragmentShader.tellg()); assert(fileSize != 0); // Read the file fileFragmentShader.seekg(std::ios::beg); char* bufferFragmentShader = new char[fileSize + 1]; fileFragmentShader.read(bufferFragmentShader, fileSize); fileFragmentShader.close(); bufferFragmentShader[fileSize] = '\0'; // Create the OpenGL fragment shader and compile it fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); assert(fragmentShaderID != 0); glShaderSource(fragmentShaderID, 1, (const char **) (&bufferFragmentShader), NULL); glCompileShader(fragmentShaderID); delete[] bufferFragmentShader; // Get the compilation information int compiled; glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &compiled); // If the compilation failed if (compiled == 0) { // Get the log of the compilation int lengthLog; glGetShaderiv(fragmentShaderID, GL_INFO_LOG_LENGTH, &lengthLog); char* str = new char[lengthLog]; glGetShaderInfoLog(fragmentShaderID, lengthLog, NULL, str); // Display the log of the compilation std::cerr << "Fragment Shader Error (in " << fragmentShaderFilename << ") : " << str << std::endl; delete[] str; assert(false); return false; } } else { std::cerr << "Error : Impossible to open the fragment shader file " << fragmentShaderFilename << std::endl; assert(false); return false; } // Create the shader program and attach the shaders mProgramObjectID = glCreateProgram(); assert(mProgramObjectID); glAttachShader(mProgramObjectID, vertexShaderID); glAttachShader(mProgramObjectID, fragmentShaderID); glDeleteShader(vertexShaderID); glDeleteShader(fragmentShaderID); // Try to link the program glLinkProgram(mProgramObjectID); int linked; glGetProgramiv(mProgramObjectID, GL_LINK_STATUS, &linked); if (!linked) { int logLength; glGetProgramiv(mProgramObjectID, GL_INFO_LOG_LENGTH, &logLength); char* strLog = new char[logLength]; glGetProgramInfoLog(mProgramObjectID, logLength, NULL, strLog); cerr << "Linker Error in vertex shader " << vertexShaderFilename << " or in fragment shader " << fragmentShaderFilename << " : " << strLog << endl; delete[] strLog; destroy(); assert(false); } return true; }