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Shader.cpp
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145 lines (118 loc) · 4.02 KB
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////////////////////////////////////////
// Shader.cpp
////////////////////////////////////////
#include "shader.h"
GLuint LoadSingleShader(const char* shaderFilePath, ShaderType type)
{
// Create a shader id.
GLuint shaderID = 0;
if (type == ShaderType::VERTEX)
shaderID = glCreateShader(GL_VERTEX_SHADER);
else if (type == ShaderType::FRAGMENT)
shaderID = glCreateShader(GL_FRAGMENT_SHADER);
else if (type == ShaderType::COMPUTE)
shaderID = glCreateShader(GL_COMPUTE_SHADER);
// Try to read shader codes from the shader file.
std::string shaderCode;
std::string fullPath = std::string(SHADER_DIR);
fullPath += std::string(shaderFilePath);
std::ifstream shaderStream(fullPath.c_str(), std::ios::in);
if (shaderStream.is_open())
{
std::string Line = "";
while (getline(shaderStream, Line))
shaderCode += "\n" + Line;
shaderStream.close();
}
else
{
std::cerr << "Impossible to open " << shaderFilePath << ". "
<< "Check to make sure the file exists and you passed in the "
<< "right filepath!"
<< std::endl;
return 0;
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Shader.
std::cerr << "Compiling shader: " << shaderFilePath << " ... \t";
char const* sourcePointer = shaderCode.c_str();
glShaderSource(shaderID, 1, &sourcePointer, NULL);
glCompileShader(shaderID);
// Check Shader.
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> shaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(shaderID, InfoLogLength, NULL, shaderErrorMessage.data());
std::string msg(shaderErrorMessage.begin(), shaderErrorMessage.end());
std::cerr << msg << std::endl;
return 0;
}
else
{
if (type == ShaderType::VERTEX)
printf("\rSuccessfully compiled vertex shader %s\n", shaderFilePath);
else if (type == ShaderType::FRAGMENT)
printf("\rSuccessfully compiled fragment shader %s\n", shaderFilePath);
else if (type == ShaderType::COMPUTE)
printf("\rSuccessfully compiled compute shader %s\n", shaderFilePath);
}
return shaderID;
}
GLuint LinkProgram(GLuint shaderID_1, GLuint shaderID_2=0) {
GLint Result = GL_FALSE;
int InfoLogLength;
printf("Linking program ... ");
GLuint programID = glCreateProgram();
glAttachShader(programID, shaderID_1);
if (shaderID_2 != 0) {
glAttachShader(programID, shaderID_2);
}
glLinkProgram(programID);
// Check the program.
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(programID, InfoLogLength, NULL, ProgramErrorMessage.data());
std::string msg(ProgramErrorMessage.begin(), ProgramErrorMessage.end());
std::cerr << msg << std::endl;
glDeleteProgram(programID);
return 0;
}
else
{
printf("\rSuccessfully linked program\n\n");
}
return programID;
}
GLuint LoadComputeShader(const char* computeShaderPath) {
GLuint computeShaderID = LoadSingleShader(computeShaderPath, ShaderType::COMPUTE);
if (computeShaderID == 0){
return 0;
}
GLuint programID = LinkProgram(computeShaderID);
// Detach and delete the shaders as they are no longer needed.
glDetachShader(programID, computeShaderID);
glDeleteShader(computeShaderID);
return programID;
}
GLuint LoadShaders(const char* vertexShaderPath, const char * fragmentShaderPath)
{
// Create the vertex shader and fragment shader.
GLuint vertexShaderID = LoadSingleShader(vertexShaderPath, ShaderType::VERTEX);
GLuint fragmentShaderID = LoadSingleShader(fragmentShaderPath, ShaderType::FRAGMENT);
// Check both shaders.
if (vertexShaderID == 0 || fragmentShaderID == 0) return 0;
// Link the program.
GLuint programID = LinkProgram(vertexShaderID, fragmentShaderID);
// Detach and delete the shaders as they are no longer needed.
glDetachShader(programID, vertexShaderID);
glDetachShader(programID, fragmentShaderID);
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
return programID;
}