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Shader.cpp
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// --------------------------------------------------------------------------
// gMini,
// a minimal Glut/OpenGL app to extend
//
// Copyright(C) 2007-2009
// Tamy Boubekeur
//
// All rights reserved.
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License (http://www.gnu.org/licenses/gpl.txt)
// for more details.
//
// --------------------------------------------------------------------------
#include "Shader.h"
#include <iostream>
#include <cstdlib>
#include <cstdio>
#include <string.h>
#include <fcntl.h>
#include <sys/types.h>
#include <unistd.h>
#ifdef _WIN32 /*[*/
#include <io.h>
#endif /*]*/
using namespace std;
#define printOpenGLError() printOglError(__FILE__, __LINE__)
/// Returns 1 if an OpenGL error occurred, 0 otherwise.
static int printOglError (const char * file, int line) {
GLenum glErr;
int retCode = 0;
glErr = glGetError ();
while (glErr != GL_NO_ERROR) {
printf ("glError in file %s @ line %d: %s\n", file, line, gluErrorString(glErr));
retCode = 1;
glErr = glGetError ();
}
return retCode;
}
Shader::Shader () : shaderProgram (0), vertexShader (0), fragmentShader (0),
vertexShaderSize (0), fragmentShaderSize (0) {}
Shader::~Shader () {
if (hasVertexShader ())
glDeleteShader (vertexShader);
if (hasFragmentShader ())
glDeleteShader (fragmentShaderSize);
glDeleteProgram (shaderProgram);
}
void Shader::loadFromFile (const string & vertexShaderFilename, const string & fragmentShaderFilename) {
const GLchar * vertexShaderSource;
const GLchar * fragmentShaderSource;
if (vertexShaderFilename != "")
vertexShaderSource = readShaderSource (vertexShaderFilename, vertexShaderSize);
if (fragmentShaderFilename != "")
fragmentShaderSource = readShaderSource (fragmentShaderFilename, fragmentShaderSize);
shaderProgram = glCreateProgram ();
if (hasVertexShader () == true) {
compileAttach (vertexShader, GL_VERTEX_SHADER, &vertexShaderSource);
delete [] vertexShaderSource;
}
if (hasFragmentShader () == true) {
compileAttach (fragmentShader, GL_FRAGMENT_SHADER, &fragmentShaderSource);
delete [] fragmentShaderSource;
}
glLinkProgram (shaderProgram);
printOpenGLError ();
GLint linked;
glGetProgramiv (shaderProgram, GL_LINK_STATUS, &linked);
printProgramInfoLog (shaderProgram);
if (!linked)
throw ShaderException ("Error: Shaders not linked");
}
void Shader::bind () {
glUseProgram (shaderProgram);
}
void Shader::unbind () {
glUseProgram (0);
}
// ------------------
// Protected methods.
// ------------------
unsigned int Shader::getShaderSize (const string & filename) {
int fd;
unsigned int count = 0;
#ifdef _WIN32
fd = _open (filename.c_str (), _O_RDONLY);
if (fd != -1) {
count = static_cast<unsigned int>(_lseek (fd, 0, SEEK_END) + 1);
_close(fd);
} else
throw ShaderException (string ("getShaderSize: bad Shader File Name") + filename);
#else
fd = open (filename.c_str (), O_RDONLY);
if (fd != -1) {
count = static_cast<unsigned int>(lseek (fd, 0, SEEK_END) + 1);
close(fd);
} else
throw ShaderException (string ("getShaderSize: bad Shader File Name") + filename);
#endif
return count;
}
GLchar * Shader::readShaderSource(const string & shaderFilename, unsigned int & shaderSize) {
shaderSize = getShaderSize (shaderFilename);
FILE * fh = fopen (shaderFilename.c_str (), "r");
if (!fh)
throw ShaderException (string ("readShaderSource : Bad Shader Filename ") + shaderFilename);
GLchar * shaderSource = new GLchar[shaderSize];
fseek (fh, 0, SEEK_SET);
int count = fread (shaderSource, 1, shaderSize, fh);
shaderSource[count] = '\0';
fclose (fh);
// if (ferror (fh))
// throw ShaderException (string ("readShaderSource : error while reading file") + shaderFilename);
return shaderSource;
}
GLint Shader::getUniLoc (GLuint program, const GLchar *name){
GLint loc = glGetUniformLocation (program, name);
if (loc == -1)
throw ShaderException (string ("No such uniform named") + string (name));
printOpenGLError();
return loc;
}
void Shader::printShaderInfoLog (GLuint shader) {
int infologLength = 0;
int charsWritten = 0;
GLchar *infoLog;
printOpenGLError (); // Check for OpenGL errors
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &infologLength);
printOpenGLError (); // Check for OpenGL errors
if (infologLength > 0) {
infoLog = new GLchar[infologLength];
if (infoLog == NULL) {
printf("ERROR: Could not allocate InfoLog buffer\n");
exit(1);
}
glGetShaderInfoLog (shader, infologLength, &charsWritten, infoLog);
// cerr << "InfoLog:" << endl << infoLog << endl << endl;
delete [] infoLog;
}
printOpenGLError(); // Check for OpenGL errors
}
void Shader::printProgramInfoLog (GLuint program) {
int infologLength = 0;
int charsWritten = 0;
GLchar *infoLog;
printOpenGLError (); // Check for OpenGL errors
glGetProgramiv (program, GL_INFO_LOG_LENGTH, &infologLength);
printOpenGLError (); // Check for OpenGL errors
if (infologLength > 0) {
infoLog = new GLchar[infologLength];
if (infoLog == NULL) {
printf("ERROR: Could not allocate InfoLog buffer\n");
exit(1);
}
glGetProgramInfoLog (program, infologLength, &charsWritten, infoLog);
//cerr << "InfoLog:" << endl << infoLog << endl << endl;
delete [] infoLog;
}
printOpenGLError(); // Check for OpenGL errors
}
void Shader::compileAttach (GLuint & shader, GLenum type, const GLchar ** source) {
GLint shaderCompiled;
shader = glCreateShader (type);
glShaderSource (shader, 1, source, NULL);
glCompileShader (shader);
printOpenGLError (); // Check for OpenGL errors
glGetShaderiv (shader, GL_COMPILE_STATUS, &shaderCompiled);
printOpenGLError (); // Check for OpenGL errors
printShaderInfoLog (shader);
if (!shaderCompiled)
throw ShaderException ("Error: shader not compiled");
glAttachShader (shaderProgram, shader);
}