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#include <fstream>
#include <stdexcept>
#include <boost/format.hpp>
#include "shader.h"
inline void gl_check_error(const char *msg) {
GLenum error = glGetError();
if(error != GL_NO_ERROR) {
throw(std::runtime_error((boost::format("%s:\n%s") % msg % gluErrorString(error)).str()));
}
}
void GLBaseShader::shader_source(const char *filename) {
std::ifstream inf(filename, std::ios_base::in);
if(!inf.is_open()) {
throw(std::runtime_error((boost::format("Failed to load shader from file %s") % filename).str()));
}
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);
gl_check_error("Failed to set shader source");
delete[] buffer;
glCompileShader(shader);
int p;
glGetShaderiv(shader, GL_COMPILE_STATUS, &p);
if(p == 0) {
char log[0xffff];
int size;
glGetShaderInfoLog(shader, 0xffff, &size, (GLchar*)&log);
throw(std::runtime_error((boost::format("Failed to compile shader:\n%s") % log).str()));
}
}
void GLBaseShader::shader_source(std::string& filename) {
shader_source(filename.c_str());
}
GLBaseShader::GLBaseShader(GLenum type) {
shader = glCreateShader(type);
}
GLBaseShader::~GLBaseShader() {
glDeleteShader(shader);
}
/**
* GLShaderProgram
*/
GLShaderProgram::GLShaderProgram() {
program = glCreateProgram();
}
GLShaderProgram::~GLShaderProgram() {
glDeleteProgram(program);
}
void GLShaderProgram::attach(GLBaseShader& shader) {
glAttachShader(program, shader.shader);
gl_check_error("Failed to attach shader to program");
}
void GLShaderProgram::detach(GLBaseShader& shader) {
glDetachShader(program, shader.shader);
gl_check_error("Failed to detach shader from program");
}
void GLShaderProgram::link() {
glLinkProgram(program);
gl_check_error("linkage");
int p;
glGetProgramiv(program, GL_LINK_STATUS, &p);
if(p == 0) {
char log[0xffff];
int size;
glGetProgramInfoLog(program, 0xffff, &size, (GLchar*)&log);
throw(std::runtime_error((boost::format("Failed to link program:\n%s") % log).str()));
}
}
void GLShaderProgram::use() {
glUseProgram(program);
gl_check_error("Failed to use program");
}
GLuint GLShaderProgram::get_program() {
return program;
}
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