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Copy pathShader.cpp
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149 lines (118 loc) · 3.71 KB
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#include "Shader.h"
// initialize static shaderID
GLuint Shader::shader_id_2 = 0;
Shader::Shader() {
}
Shader::Shader(const std::string& vShader, const std::string& fShader) :
vShader(vShader), fShader(fShader){
init();
}
void Shader::init() {
// initialize glew for Windows
#if defined(_WIN32) || defined(_win64)
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
#endif
std::string vShaderCodeStr = load(vShader);
std::string fShaderCodeStr = load(fShader);
//std::string vShaderCodeStr = "void main(void) {\n}";
//std::string fShaderCodeStr = "void main() {\n}";
//std::cout << "fShaderCodeStr = " << fShaderCodeStr << std::endl;
const GLchar* vShaderCode = vShaderCodeStr.c_str();
const GLchar* fShaderCode = fShaderCodeStr.c_str();
if (vShaderCode == NULL || fShaderCode == NULL) {
std::cerr << "Either vertex shader or fragment shader file not found." << std::endl;
return;
}
shader_vp = glCreateShader(GL_VERTEX_SHADER);
if (0 == shader_vp){
std::cerr << "Error creating vertex shader" << std::endl;
return;
}
shader_fp = glCreateShader(GL_FRAGMENT_SHADER);
if (0 == shader_fp){
std::cerr << "Error creating fragment shader" << std::endl;
return;
}
glShaderSource(shader_vp, 1, &vShaderCode, NULL);
glShaderSource(shader_fp, 1, &fShaderCode, NULL);
glCompileShader(shader_vp);
glCompileShader(shader_fp);
//Check shader for errors
GLint shaderCompiled = GL_FALSE;
glGetShaderiv(shader_vp, GL_COMPILE_STATUS, &shaderCompiled);
//std::cout << "shaderCompiled = " << shaderCompiled << std::endl;
if (shaderCompiled != GL_TRUE)
{
printf("Unable to compile Vertex shader %d!\n\nSource:\n%s\n", shader_vp, vShaderCode);
//printShaderLog( shader_vp );
glDeleteShader(shader_vp);
shader_vp = 0;
}
glGetShaderiv(shader_fp, GL_COMPILE_STATUS, &shaderCompiled);
if (shaderCompiled != GL_TRUE)
{
printf("Unable to compile fragment shader %d!\n\nSource:\n%s\n", shader_fp, fShaderCode);
//printShaderLog( shader_vp );
glDeleteShader(shader_fp);
shader_fp = 0;
}
shader_id = glCreateProgram();
Shader::shader_id_2 = shader_id; // capture id value
glAttachShader(shader_id, shader_vp);
glAttachShader(shader_id, shader_fp);
glLinkProgram(shader_id);
//Check for errors
GLint programSuccess = GL_TRUE;
glGetProgramiv(shader_id, GL_LINK_STATUS, &programSuccess);
// std::cout << "programSuccess = " << programSuccess << std::endl;
if (programSuccess != GL_TRUE)
{
printf("Error linking program %d!\n", shader_id);
printLog(shader_id);
glDeleteProgram(shader_id);
shader_id = 0;
}
//glUseProgram(shader_id);
}
// get string from file (char* URL input)
std::string Shader::load(const char* data) {
std::ifstream file(data);
std::string line, block;
if (file.is_open()) {
while (!file.eof()) {
std::getline(file, line);
block.append(line);
block.append(std::string("\n"));
}
file.close();
return block;
}
else {
std::cout << "Unable to open file";
}
// never reached - added to squelch ide warning
return 0;
}
// get string from file (string URL input)
const std::string Shader::load(std::string data){
const char *charData = data.c_str();
return load(charData);
}
void Shader::printLog(GLuint program){
int maxLength = 0;
int length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
char* log = new char[maxLength];
glGetProgramInfoLog(program, maxLength, &length, log);
std::cout << "program log: " << log << std::endl;
}
void Shader::addAttribute(std::string name){
}
void Shader::addUniform(std::string name){
}