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