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Shader.h
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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.
//
// --------------------------------------------------------------------------
#pragma once
#include <string>
#define GLEW_STATIC 1
#include <GL/glew.h>
class Shader {
public:
Shader ();
virtual ~Shader ();
inline bool hasVertexShader () const { return (vertexShaderSize > 0); }
inline bool hasFragmentShader () const { return (fragmentShaderSize > 0); }
inline GLuint getShaderProgram () { return shaderProgram; }
inline GLuint getVertexShader () { return vertexShader; }
inline GLuint getFragmentShader () { return fragmentShader; }
void loadFromFile (const std::string & vertexShaderFilename,
const std::string & fragmentShaderFilename);
inline void loadFromFile (const std::string & vertexShaderFilename) {
loadFromFile (vertexShaderFilename, "");
}
void bind ();
void unbind ();
protected:
GLchar * readShaderSource (const std::string & shaderFilename, unsigned int & shaderSize);
GLint getUniLoc (GLuint program, const GLchar *name);
inline GLint getUniLoc( const GLchar*name) { return getUniLoc (shaderProgram, name); }
void compileAttach (GLuint & shader, GLenum type, const GLchar ** source);
static void printShaderInfoLog (GLuint shader);
static void printProgramInfoLog (GLuint program);
/// Returns the size in bytes of the shader fileName. If an error occurred, it returns -1.
static unsigned int getShaderSize (const std::string & shaderFilename);
private:
GLuint shaderProgram, vertexShader, fragmentShader;
unsigned int vertexShaderSize, fragmentShaderSize;
};
class ShaderException {
public:
ShaderException (const std::string & msg) : message (msg) {}
virtual ~ShaderException () {}
const std::string & getMessage () const { return message; }
private:
std::string message;
};
// Some Emacs-Hints -- please don't remove:
//
// Local Variables:
// mode:C++
// tab-width:4
// End: