96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
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/*
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* Shader.cpp
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Shader.h"
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#include <iostream>
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#include <fstream>
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#include <vector>
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#include <boost/scoped_array.hpp>
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namespace Zoom {
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bool Shader::loadProgram(const std::string &vertexShader, const std::string &fragmentShader) {
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GLhandleARB program, vs = 0, fs = 0;
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if(!vertexShader.empty())
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vs = loadShader(vertexShader, GL_VERTEX_SHADER_ARB);
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if(!fragmentShader.empty())
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fs = loadShader(fragmentShader, GL_FRAGMENT_SHADER_ARB);
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program = glCreateProgramObjectARB();
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if(vs)
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glAttachObjectARB(program, vs);
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if(fs)
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glAttachObjectARB(program, fs);
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glLinkProgramARB(program);
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printInfoLog(program);
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glUseProgramObjectARB(program);
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return true;
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}
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GLhandleARB Shader::loadShader(const std::string &name, GLenum type) {
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std::vector<std::string> lines;
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std::ifstream file(("shader/" + name).c_str(), std::ios_base::in);
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if(!file.good())
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throw std::ios::failure("Can't read file '" + name + "'");
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while(file.good() && !file.eof()) {
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std::string line;
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std::getline(file, line);
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if(!line.empty())
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lines.push_back(line);
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}
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boost::scoped_array<const char *> strings(new const char*[lines.size()]);
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for(std::size_t i = 0; i < lines.size(); ++i) {
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strings[i] = lines[i].c_str();
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}
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GLhandleARB shader = glCreateShaderObjectARB(type);
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glShaderSourceARB(shader, lines.size(), strings.get(), 0);
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glCompileShaderARB(shader);
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printInfoLog(shader);
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return shader;
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}
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void Shader::printInfoLog(GLhandleARB obj) {
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int length = 0;
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glGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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if(length > 0) {
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boost::scoped_array<char> log(new char[length]);
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int foo;
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glGetInfoLogARB(obj, length, &foo, log.get());
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std::cerr << log.get() << std::endl;
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}
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}
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}
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