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executable file
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Shader.cpp
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executable file
·228 lines (193 loc) · 6.54 KB
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#include <stdio.h>
#include "stdlib.h"
#include "Shader.h"
#include <string.h>
/**
* Shader constructor
*/
Shader::Shader(void) {
shaderProgramid = 0;
vertShaderid = 0;
fragShaderid = 0;
}
/**
* Shader destructor
*/
Shader::~Shader(void) {
// destruct
}
/**
* Read the shader code from a file.
*
* @param fileName Filename to be read
* @return Shader code as a char *
*/
char * Shader::readCode(char * fileName) {
char * shaderCode = NULL;
int codeLength = 0;
FILE *fp = NULL;
// check for error in file name
fp = fopen(fileName, "r"); // open file and check for errors
if ( fp == NULL ) {
printf("Error: could not open shader file.\n");
return NULL;
}
// fine the length of code
fseek(fp, 0L, SEEK_END);
codeLength = ftell(fp);
rewind(fp); // could use fseek(fp, 0L, SEEK_SET)
if (codeLength > 0) {
// allocated space for code and check for errors
shaderCode = (char *) malloc(codeLength+1); // add a space for the '\0'
if (shaderCode == NULL) return(NULL);
memset((void *) shaderCode, 0, codeLength+1);
fread((void *) shaderCode, sizeof(char), codeLength, fp);
shaderCode[codeLength] = 0;
}
if (fp != NULL) fclose(fp);
return shaderCode;
}
/**
* Create the shaders.
*
* @param fileName file name of shader. Path is assume to be the project.
* @param shaderType Can either be vertex shader or fragment shader. The type
* must correspond to the OpenGL shader types.
* @param shaderid Shader identifier pointer.
* @return 0 - if successful, -1 if error.
*/
int Shader::createShaderObj(char* fileName , int shaderType, GLuint *shaderid) {
char *code = NULL;
int rc = 0;
// create a shader handle
*shaderid = glCreateShader(shaderType);
// read the code
code = readCode(fileName);
if (code == NULL) return(-1);
// attach the source to the shaders
glShaderSource(*shaderid, 1, &code, NULL);
// compile the code
glCompileShader(*shaderid);
// check for errors
glGetShaderiv(*shaderid, GL_COMPILE_STATUS, &rc);
if (rc != GL_TRUE) {
GLsizei length;
GLsizei bufSize = 0;
char *error = NULL;
fprintf(stderr,"Error when creating a shader \n");
//fputs("Error when creating a shader \n",stderr);
glGetShaderiv(*shaderid, GL_INFO_LOG_LENGTH, &bufSize);
error = (char *) malloc(bufSize*sizeof(char)+1);
if (error != NULL) {
glGetShaderInfoLog(*shaderid, bufSize, &length, error);
fprintf(stderr,"%s \n", error);
}
if (error != NULL) free(error);
rc = -1;
} else rc = 0;
if (code != NULL) free(code); // free the source code of the shader
return(rc);
}
/**
* Creates a shader program. The two shader programs (vertex and
* fragment) were already compiled.
*
* @param vertShaderid A handle to the vertex shader
* @param fragShaderid A handle to the fragment shader
* @param shaderProgId A handle to the shader program.
* @return 0 if successful, -1 if error
*/
GLint Shader::createShaderProgram(GLint vertShaderid, GLint fragShaderid, GLuint *shaderProgId) {
int rc = 0;
// get a handle to the shader program
shaderProgramid = glCreateProgram();
// connect the shaders subprogram to the "main" program
glAttachShader(shaderProgramid, vertShaderid);
rc = glGetError();
if (rc != GL_NO_ERROR) {
fprintf(stderr,"error in attach shaders \n");
rc = -1;
goto err;
}
glAttachShader(shaderProgramid, fragShaderid);
rc = glGetError();
if (rc != GL_NO_ERROR) {
fprintf(stderr,"error in attach shaders \n");
rc = -1;
goto err;
}
// bind a varialbe before linking
//glBindAttribLocation(shaderProgramid, 7, "testNormal");
glLinkProgram(shaderProgramid);
// check for errors
glGetProgramiv(shaderProgramid, GL_LINK_STATUS, &rc);
if (rc != GL_TRUE) {
rc = -1;
GLsizei length;
GLsizei bufSize = 0;
char *error = NULL;
fprintf(stderr,"Error when creating a shader program \n");
//fputs("Error when creating a shader \n",stderr);
glGetProgramiv(shaderProgramid, GL_INFO_LOG_LENGTH, &bufSize);
error = (char *) malloc(bufSize*sizeof(char)+1);
if (error != NULL) {
glGetProgramInfoLog(shaderProgramid, bufSize, &length, error);
fprintf(stderr,"%s \n", error);
}
if (error != NULL) free(error);
} else rc = 0;
shaderStatus(); // may want to remove it.
if (shaderProgId != NULL) *shaderProgId = shaderProgramid;
err:
return (rc);
}
/**
* Creates a shader program from files vsFileName and fsFileName.
*
* @param vsFileName Filename of vertex shader.
* @param fsFileName Filename of fragment shader.
* @param shaderProgramid A handle to the shader program.
* @return 0 if successful !=0 if error.
*/
int Shader::createShaderProgram(char * vsFileName, char * fsFileName, unsigned int *shaderProgramid) {
int rc = 0;
rc = createShaderObj(vsFileName, GL_VERTEX_SHADER, &vertShaderid);
if (rc == 0) {
rc = createShaderObj(fsFileName, GL_FRAGMENT_SHADER, &fragShaderid);
}
if (rc == 0) {
rc = createShaderProgram(vertShaderid, fragShaderid,shaderProgramid);
}
return(rc);
}
/**
* Print the status and some information about the linked shader program
* @return 0 if success
*/
int Shader::shaderStatus(void) {
int rc;
glGetProgramiv(shaderProgramid, GL_VALIDATE_STATUS , &rc);
if (rc != 0){
fprintf(stderr,"shader is not valid status = %d \n", rc);
}
rc = 0;
glGetProgramiv(shaderProgramid, GL_INFO_LOG_LENGTH, &rc);
if (rc != 0) {
char s[1024];
int length = 0;
s[0]=0;
glGetProgramInfoLog(shaderProgramid, 1024, &length, s);
fprintf(stderr,"Shader log: %s\n", s);
}
glGetProgramiv(shaderProgramid, GL_ATTACHED_SHADERS, &rc);
// fprintf(stderr,"shader number ofattached shaders= %d \n", rc);
glGetProgramiv(shaderProgramid, GL_ACTIVE_ATTRIBUTES, &rc);
// fprintf(stderr,"shader number of active attributes= %d \n", rc);
glGetProgramiv(shaderProgramid, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH , &rc);
// fprintf(stderr,"shader maximum name length of an active attriute= %d \n", rc);
glGetProgramiv(shaderProgramid, GL_ACTIVE_UNIFORMS, &rc);
// fprintf(stderr,"shader number of active uniforms= %d \n", rc);
glGetProgramiv(shaderProgramid, GL_ACTIVE_UNIFORM_MAX_LENGTH, &rc);
// fprintf(stderr,"shader maximum name length of an active uniform= %d \n", rc);
return 0;
}