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#include "shader.h"
#include <fstream>
#include <vector>
#include "util.h"
Shader::Shader(std::string name)
{
GLShader vertexShader(GL_VERTEX_SHADER);
GLShader fragmentShader(GL_FRAGMENT_SHADER);
std::ifstream vertexFile("shaders/" + name + ".vertex");
std::ifstream fragmentFile("shaders/" + name + ".fragment");
std::string vertexCode(slurp(vertexFile));
std::string fragmentCode(slurp(fragmentFile));
const char* vertexCodePtr = vertexCode.c_str();
const char* fragmentCodePtr = fragmentCode.c_str();
glShaderSource(vertexShader.getId(), 1, &vertexCodePtr, nullptr);
glShaderSource(fragmentShader.getId(), 1, &fragmentCodePtr, nullptr);
glCompileShader(vertexShader.getId());
glCompileShader(fragmentShader.getId());
#ifdef DEBUG
GLint result = GL_FALSE;
int infoLogLength;
glGetShaderiv(vertexShader.getId(), GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
glGetShaderiv(vertexShader.getId(), GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<char> errMsg(infoLogLength);
glGetShaderInfoLog(
vertexShader.getId(),
infoLogLength,
nullptr,
errMsg.data());
throw std::gl_error("Could not compile shader", errMsg.data());
}
glGetShaderiv(fragmentShader.getId(), GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
glGetShaderiv(fragmentShader.getId(), GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<char> errMsg(infoLogLength);
glGetShaderInfoLog(
fragmentShader.getId(),
infoLogLength,
nullptr,
errMsg.data());
throw std::gl_error("Could not compile shader", errMsg.data());
}
#endif
glAttachShader(program_.getId(), vertexShader.getId());
glAttachShader(program_.getId(), fragmentShader.getId());
glLinkProgram(program_.getId());
#ifdef DEBUG
glGetProgramiv(program_.getId(), GL_LINK_STATUS, &result);
if (result == GL_FALSE)
{
glGetProgramiv(program_.getId(), GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<char> errMsg(infoLogLength);
glGetProgramInfoLog(
program_.getId(),
infoLogLength,
nullptr,
errMsg.data());
throw std::gl_error("Could not link shader program", errMsg.data());
}
#endif
}
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