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ShaderManager.cpp
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185 lines (153 loc) · 3.94 KB
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#ifndef GLEW_STATIC
#define GLEW_STATIC
#endif
#include <gl/glew.h>
#include <gl/gl.h>
#include <fstream>
#include <iostream>
#include "ShaderManager.h"
#include "VertexBuffer.h"
ShaderManager::ShaderManager()
{
currentProgramId = 0;
}
ShaderManager::~ShaderManager()
{
cleanupShaders();
}
void ShaderManager::cleanupShaders()
{
GLuint attachedShaders[ 10 ];
GLsizei count;
std::tr1::unordered_map< std::string, GLuint >::iterator itr;
for( itr = shaders.begin(); itr != shaders.end(); ++itr )
{
glGetAttachedShaders( itr->second, 10, &count, attachedShaders );
glDeleteProgram( itr->second );
for( int i = 0; i < count; i++ )
{
glDeleteShader( attachedShaders[ i ] );
}
}
}
bool ShaderManager::loadShaders( const char *programName, const char *vertexProgram, const char *fragmentProgram )
{
std::tr1::unordered_map< std::string, GLuint >::const_iterator itr
= shaders.find( programName );
if( itr != shaders.end() )
return false;
GLuint pId = glCreateProgram();
if( pId == 0 )
return false;
GLuint vId = glCreateShader( GL_VERTEX_SHADER );
if( vId == 0 )
{
glDeleteProgram( pId );
return false;
}
GLuint fId = glCreateShader( GL_FRAGMENT_SHADER );
if( fId == 0 )
{
glDeleteShader( vId );
glDeleteProgram( pId );
return false;
}
const GLchar *p[1];
GLint lengths[1];
p[ 0 ] = vertexProgram;
lengths[ 0 ] = strlen( vertexProgram );
glShaderSource( vId, 1, p, lengths );
glCompileShader( vId );
GLint success;
glGetShaderiv( vId, GL_COMPILE_STATUS, &success );
if( success == 0 )
{
GLchar error[ 65535 ];
glGetShaderInfoLog( vId, sizeof( error ), NULL, error );
std::cerr << "Error compiling Vertex Shader:" << std::endl;
std::cerr << error << std::endl;
glDeleteShader( vId );
glDeleteShader( fId );
glDeleteProgram( pId );
return false;
}
p[ 0 ] = fragmentProgram;
lengths[ 0 ] = strlen( fragmentProgram );
glShaderSource( fId, 1, p, lengths );
glCompileShader( fId );
glGetShaderiv( fId, GL_COMPILE_STATUS, &success );
if( success == 0 )
{
GLchar error[ 65535 ];
glGetShaderInfoLog( fId, sizeof( error ), NULL, error );
std::cerr << "Error compiling Fragment Shader:" << std::endl;
std::cerr << error << std::endl;
glDeleteShader( vId );
glDeleteShader( fId );
glDeleteProgram( pId );
return false;
}
glAttachShader( pId, vId );
glAttachShader( pId, fId );
glLinkProgram( pId );
glGetProgramiv( pId, GL_LINK_STATUS, &success );
if( success == 0 ){
GLchar error[ 65535 ];
glGetProgramInfoLog( pId, sizeof( error ), NULL, error );
std::cerr << "Error linking Shader Program:" << std::endl;
std::cerr << error << std::endl;
glDeleteShader( vId );
glDeleteShader( fId );
glDeleteProgram( pId );
return false;
}
shaders[ programName ] = pId;
currentProgramId = pId;
return true;
}
bool ShaderManager::loadShaderFile( const char *fileName, std::string &src )
{
std::ifstream f;
f.open( fileName );
if( !f.is_open() || !f.good() )
return false;
src.clear();
std::string line;
while( !f.eof() )
{
std::getline( f, line );
if( f.bad() )
{
f.close();
return false;
}
line += '\n';
src += line;
}
f.close();
return true;
}
bool ShaderManager::loadShaderFiles( const char *programName, const char *vertexProgramFile, const char *fragmentProgramFile )
{
std::tr1::unordered_map< std::string, GLuint >::const_iterator itr
= shaders.find( programName );
if( itr != shaders.end() )
return false;
std::string vertexSrc;
std::string fragmentSrc;
if( !loadShaderFile( vertexProgramFile, vertexSrc ) )
return false;
if( !loadShaderFile( fragmentProgramFile, fragmentSrc ) )
return false;
return loadShaders( programName, vertexSrc.c_str(), fragmentSrc.c_str() );
}
bool ShaderManager::useProgram( const char *programName )
{
std::tr1::unordered_map< std::string, GLuint >::const_iterator itr
= shaders.find( programName );
if( itr == shaders.end() )
return false;
glUseProgram( itr->second );
currentProgramId = itr->second;
return true;
}