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shader.cpp
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shader.cpp
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//---------------------------------------------------------------------------
//
// Shader.cpp
// Author: Marshall Hahn
//
//---------------------------------------------------------------------------
#include "shader.hpp"
#include <iostream>
shaderProgram g_shader;
void shaderProgram::init(shaderT c, char* vertShader, char* fragShader)
{
//char* vertShader="SHADERS/first.vert";
//char* fragShader="SHADERS/first.frag";
current = c;
std::cout<<"shader init: "<<vertShader<<" : "<<fragShader<<std::endl;
char* vertSrc = readShaderToString(vertShader);
char* fragSrc = readShaderToString(fragShader);
if( vertSrc == NULL || fragSrc == NULL )
{
std::cout<<"Failed to reader shaders."<<std::endl;
programs[current] = 0;
}
else
{
if( installShaders( vertSrc, fragSrc ) == -1 ) programs[current] = 0;
}
current = NONE;
delete[] vertSrc;
delete[] fragSrc;
}
shaderProgram::shaderProgram()
{
for( unsigned i=0; i<NUM_OF_SHADERS; i++ ) programs[i] = 0;
current = NONE;
}
shaderProgram::~shaderProgram()
{
}
int shaderProgram::printOglError(char *file, int line)
{
//
// Returns 1 if an OpenGL error occurred, 0 otherwise.
//
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;
}
GLint shaderProgram::getUniLoc(const GLchar *name)
{
GLint loc;
loc = glGetUniformLocation(programs[current], name);
if( programs[current] == 0 ) return -1;
if (loc == -1)
printf("No such uniform named \"%s\"\n", name);
printOpenGLError(); // Check for OpenGL errors
return loc;
}
GLint shaderProgram::getAttrLoc(const GLchar *name)
{
GLint loc;
loc = glGetAttribLocation(programs[current], name);
if ( programs[current] == 0 ) return -1;
if (loc == -1)
printf("No such attribute named \"%s\"\n", name);
printOpenGLError(); // Check for OpenGL errors
return loc;
}
void shaderProgram::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 = (GLchar *)malloc(infologLength);
if (infoLog == NULL)
{
printf("ERROR: Could not allocate InfoLog buffer\n");
exit(1);
}
glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog);
printf("Shader InfoLog:\n%s\n\n", infoLog);
free(infoLog);
}
printOpenGLError(); // Check for OpenGL errors
}
void shaderProgram::printProgramInfoLog()
{
int infologLength = 0;
int charsWritten = 0;
GLchar *infoLog;
printOpenGLError(); // Check for OpenGL errors
glGetProgramiv(programs[current], GL_INFO_LOG_LENGTH, &infologLength);
printOpenGLError(); // Check for OpenGL errors
if (infologLength > 0)
{
infoLog = (GLchar *)malloc(infologLength);
if (infoLog == NULL)
{
printf("ERROR: Could not allocate InfoLog buffer\n");
exit(1);
}
glGetProgramInfoLog(programs[current], infologLength, &charsWritten, infoLog);
printf("Program InfoLog:\n%s\n\n", infoLog);
free(infoLog);
}
printOpenGLError(); // Check for OpenGL errors
}
char* shaderProgram::readShaderToString(char *fileName)
{
FILE *fp;
long len;
char *buf;
fp = fopen(fileName,"rb");
if ( fp == NULL )
{
printf("Cannot read the file %s\n", fileName);
return NULL;
}
fseek(fp, 0, SEEK_END); //go to end of file
len = ftell(fp); //get position at end (length)
if ( len == -1 )
{
printf("Cannot determine size of the shader %s\n", fileName);
return NULL;
}
fseek(fp, 0, SEEK_SET); //go to beginning
buf = new char[len+1];
fread(buf, len, 1, fp);
buf[len] = '\0';
// if( ferror(fp))
//{
// delete[] buf;
// return NULL;
//}
fclose(fp);
// for(unsigned i=0; i<len; i++) printf("%c",buf[i]);
// printf("\n");
return buf;
}
int shaderProgram::installShaders(const GLchar *vertexShader, const GLchar *fragmentShader)
{
GLuint vs, fs; // handles to objects
GLint vertCompiled, fragCompiled; // status values
GLint linked;
// Create a vertex shader object and a fragment shader object
vs = glCreateShader(GL_VERTEX_SHADER);
if(vs == 0 )
{
std::cout<<"glCreateShader(GL_VERTEX_SHADER) call failed."<<std::endl;
return -1;
}
fs = glCreateShader(GL_FRAGMENT_SHADER);
if(fs == 0 )
{
std::cout<<"glCreateShader(GL_FRAGMENT_SHADER) call failed."<<std::endl;
return -1;
}
// Load source code strings into shaders
glShaderSource(vs, 1, &vertexShader, NULL);
glShaderSource(fs, 1, &fragmentShader, NULL);
glCompileShader(vs);
printOpenGLError(); // Check for OpenGL errors
glGetShaderiv(vs, GL_COMPILE_STATUS, &vertCompiled);
printShaderInfoLog(vs);
glCompileShader(fs);
printOpenGLError(); // Check for OpenGL errors
glGetShaderiv(fs, GL_COMPILE_STATUS, &fragCompiled);
printShaderInfoLog(fs);
if (!vertCompiled || !fragCompiled)
{
std::cout<<"Error occured when compiling shaders."<<std::endl;
return -1;
}
// Create a program object and attach the two compiled shaders
programs[current] = glCreateProgram();
glAttachShader(programs[current], vs);
glAttachShader(programs[current], fs);
// Link the program object and print out the info log
glLinkProgram(programs[current]);
printOpenGLError(); // Check for OpenGL errors
glGetProgramiv(programs[current], GL_LINK_STATUS, &linked);
printProgramInfoLog();
if (!linked)
{
std::cout<<"Program occured when linking shaders."<<std::endl;
return -1;
}
// Install program object as part of current state
//glUseProgram(programs[current]);
return 0;
}