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GLSLShader.cpp
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GLSLShader.cpp
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#include "GLSLShader.h"
#include <iostream>
GLSLShader::GLSLShader(void)
{
_totalShaders=0;
_shaders[VERTEX_SHADER]=0;
_shaders[FRAGMENT_SHADER]=0;
_shaders[GEOMETRY_SHADER]=0;
_attributeList.clear();
_uniformLocationList.clear();
}
GLSLShader::~GLSLShader(void)
{
_attributeList.clear();
_uniformLocationList.clear();
}
void GLSLShader::DeleteShaderProgram() {
glDeleteProgram(_program);
}
void GLSLShader::LoadFromString(GLenum type, const string& source) {
GLuint shader = glCreateShader (type);
const char * ptmp = source.c_str();
glShaderSource (shader, 1, &ptmp, NULL);
//check whether the shader loads fine
GLint status;
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
cerr<<"Compile log: "<<infoLog<<endl;
delete [] infoLog;
}
_shaders[_totalShaders++]=shader;
}
void GLSLShader::CreateAndLinkProgram() {
_program = glCreateProgram ();
if (_shaders[VERTEX_SHADER] != 0) {
glAttachShader (_program, _shaders[VERTEX_SHADER]);
}
if (_shaders[FRAGMENT_SHADER] != 0) {
glAttachShader (_program, _shaders[FRAGMENT_SHADER]);
}
if (_shaders[GEOMETRY_SHADER] != 0) {
glAttachShader (_program, _shaders[GEOMETRY_SHADER]);
}
//link and check whether the program links fine
GLint status;
glLinkProgram (_program);
glGetProgramiv (_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv (_program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *infoLog= new GLchar[infoLogLength];
glGetProgramInfoLog (_program, infoLogLength, NULL, infoLog);
cerr<<"Link log: "<<infoLog<<endl;
delete [] infoLog;
}
glDeleteShader(_shaders[VERTEX_SHADER]);
glDeleteShader(_shaders[FRAGMENT_SHADER]);
glDeleteShader(_shaders[GEOMETRY_SHADER]);
}
void GLSLShader::Use() {
glUseProgram(_program);
}
void GLSLShader::UnUse() {
glUseProgram(0);
}
void GLSLShader::AddAttribute(const string& attribute) {
_attributeList[attribute]= glGetAttribLocation(_program, attribute.c_str());
}
//An indexer that returns the location of the attribute
GLuint GLSLShader::operator [](const string& attribute) {
return _attributeList[attribute];
}
void GLSLShader::AddUniform(const string& uniform) {
_uniformLocationList[uniform] = glGetUniformLocation(_program, uniform.c_str());
}
GLuint GLSLShader::operator()(const string& uniform){
return _uniformLocationList[uniform];
}
#include <fstream>
void GLSLShader::LoadFromFile(GLenum whichShader, const string& filename){
ifstream fp;
fp.open(filename.c_str(), ios_base::in);
if(fp) {
string line, buffer;
while(getline(fp, line)) {
buffer.append(line);
buffer.append("\r\n");
}
//copy to source
LoadFromString(whichShader, buffer);
} else {
cerr<<"Error loading shader: "<<filename<<endl;
}
}