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/*
* Shader.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Shader.h"
#include <iostream>
#include <fstream>
#include <vector>
#include <boost/scoped_array.hpp>
namespace Zoom {
boost::shared_ptr<Shader> Shader::load(const std::string &vertexShader, const std::string &fragmentShader) {
GLhandleARB program, vs = 0, fs = 0;
bool ok = false;
if(!vertexShader.empty())
vs = loadShader(vertexShader, GL_VERTEX_SHADER_ARB);
if(!fragmentShader.empty())
fs = loadShader(fragmentShader, GL_FRAGMENT_SHADER_ARB);
program = glCreateProgramObjectARB();
if(program) {
if(vs)
glAttachObjectARB(program, vs);
if(fs)
glAttachObjectARB(program, fs);
glLinkProgramARB(program);
if(glGetError()) {
printInfoLog(program);
}
else {
ok = true;
}
if(vs) {
glDeleteObjectARB(vs);
}
if(fs) {
glDeleteObjectARB(fs);
}
}
if(ok)
return boost::shared_ptr<Shader>(new Shader(program));
else
return boost::shared_ptr<Shader>();
}
GLhandleARB Shader::loadShader(const std::string &name, GLenum type) {
std::vector<std::string> lines;
std::ifstream file(("shader/" + name).c_str(), std::ios_base::in);
if(!file.good())
return 0;
while(file.good() && !file.eof()) {
std::string line;
std::getline(file, line);
if(!line.empty())
lines.push_back(line);
}
boost::scoped_array<const char *> strings(new const char*[lines.size()]);
for(std::size_t i = 0; i < lines.size(); ++i) {
strings[i] = lines[i].c_str();
}
bool ok = false;
GLhandleARB shader = glCreateShaderObjectARB(type);
if(shader) {
glShaderSourceARB(shader, lines.size(), strings.get(), 0);
glCompileShaderARB(shader);
if(glGetError()) {
printInfoLog(shader);
glDeleteObjectARB(shader);
}
else {
ok = true;
}
}
if(ok)
return shader;
else
return 0;
}
void Shader::printInfoLog(GLhandleARB obj) {
int length = 0;
glGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
if(length > 0) {
boost::scoped_array<char> log(new char[length]);
int foo;
glGetInfoLogARB(obj, length, &foo, log.get());
std::cerr << log.get() << std::endl;
}
}
}
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