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- #include <fstream>
- #include <iostream>
- #include "client/rendering/wrapper/Shader.h"
- #include "client/Utils.h"
- Shader::Shader(const GLchar* vPath, const GLchar* fPath) : vShader(0), fShader(0), program(0) {
- if(readFileAndCompile(vPath, vShader, GL_VERTEX_SHADER) || readFileAndCompile(fPath, fShader, GL_FRAGMENT_SHADER)) {
- return;
- }
- program = glCreateProgram();
- glAttachShader(program, vShader);
- glAttachShader(program, fShader);
- glLinkProgram(program);
- if(checkAndPrintError("shader linking error")) {
- return;
- }
- GLint linked;
- glGetProgramiv(program, GL_LINK_STATUS, &linked);
- if(linked == GL_FALSE) {
- GLchar buffer[512];
- glGetProgramInfoLog(program, 512, nullptr, buffer);
- std::cout << "programm linking info log: " << buffer << "\n";
- return;
- }
- }
- Shader::~Shader() {
- glDeleteProgram(program);
- glDeleteShader(vShader);
- glDeleteShader(fShader);
- }
- bool Shader::hasError() const {
- return vShader == 0 || fShader == 0 || program == 0;
- }
- bool Shader::readFileAndCompile(const GLchar* path, GLuint& shader, GLenum shaderType) {
- GLchar buffer[8192];
- if(readFile(buffer, 8192, path)) {
- return true;
- }
- return compile(shader, buffer, shaderType);
- }
- bool Shader::readFile(GLchar* buffer, size_t bufferSize, const GLchar* path) const {
- std::ifstream in;
- in.open(path);
- if(in.fail()) {
- std::cout << "cannot read shader file: '" << path << "'\n";
- return true;
- }
- in.get(buffer, bufferSize, EOF);
- return false;
- }
- bool Shader::compile(GLuint& shader, const GLchar* code, GLenum shaderType) {
- shader = glCreateShader(shaderType);
- glShaderSource(shader, 1, &code, nullptr);
- glCompileShader(shader);
- if(checkAndPrintError("shader error")) {
- return true;
- }
- GLint compiled;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if(compiled == GL_FALSE) {
- GLchar buffer[512];
- glGetShaderInfoLog(shader, 512, nullptr, buffer);
- std::cout << "shader info log: " << buffer << "\n";
- return true;
- }
- return false;
- }
- void Shader::use() const {
- glUseProgram(program);
- }
- void Shader::setMatrix(const GLchar* name, const GLfloat* data) const {
- glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, data);
- }
- void Shader::setInt(const GLchar* name, GLint data) const {
- glUniform1i(glGetUniformLocation(program, name), data);
- }
- void Shader::setFloat(const GLchar* name, GLfloat data) const {
- glUniform1f(glGetUniformLocation(program, name), data);
- }
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