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#include <fstream>
#include "shader.h"
bool GLBaseShader::shader_source(const char *filename) {
std::ifstream inf(filename, std::ios_base::in);
if(!inf.is_open()) {
std::cerr << "Failed to load shader " << filename << std::endl;
return false;
}
inf.seekg(0, std::ios_base::end);
int length = inf.tellg();
inf.seekg(0, std::ios_base::beg);
char *buffer = new char[length];
inf.read(buffer, length);
inf.close();
glShaderSource(shader, 1, (const GLchar**)&buffer, &length);
print_check_ogl_error();
delete[] buffer;
glCompileShader(shader);
print_check_ogl_error();
int p;
glGetShaderiv(shader, GL_COMPILE_STATUS, &p);
if(p == 0) {
std::cerr << "Failed to compile shader:" << std::endl;
char log[0xffff];
int size;
glGetShaderInfoLog(shader, 0xffff, &size, (GLchar*)&log);
std::cerr << log << std::endl;
}
return shader;
}
bool GLBaseShader::shader_source(std::string& filename) {
return shader_source(filename.c_str());
}
GLBaseShader::GLBaseShader(GLenum type) {
shader = glCreateShader(type);
}
GLShaderProgram::GLShaderProgram() {
program = glCreateProgram();
}
bool GLShaderProgram::attach(GLBaseShader& shader) {
glAttachShader(program, shader.shader);
return !print_check_ogl_error();
}
bool GLShaderProgram::detach(GLBaseShader& shader) {
glDetachShader(program, shader.shader);
return !print_check_ogl_error();
}
bool GLShaderProgram::link() {
glLinkProgram(program);
bool error = print_check_ogl_error();
int p;
glGetProgramiv(program, GL_LINK_STATUS, &p);
if(p == 0) {
std::cerr << "Failed to link program:" << std::endl;
char log[0xffff];
int size;
glGetProgramInfoLog(program, 0xffff, &size, (GLchar*)&log);
printf(log);
}
return !error && p;
}
bool GLShaderProgram::use() {
if(!glIsProgram(program)) program = glCreateProgram();
glUseProgram(program);
return !print_check_ogl_error();
}
void GLShaderProgram::remove() {
glDeleteProgram(program);
}
void print_ogl_error(GLenum error) {
unsigned char *buf = (unsigned char*)gluErrorString(error);
std::cerr << "OpenGL: " << buf << std::endl;
}
bool print_check_ogl_error() {
GLenum error = glGetError();
if(error != GL_NO_ERROR)
print_ogl_error(error);
return error != GL_NO_ERROR;
}
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