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- #include "shader.hpp"
-
- slop::Shader::Shader( std::string vert, std::string frag, bool file ) {
- std::string vert_contents;
- std::string frag_contents;
- if ( file ) {
- vert = resource->getRealPath(vert);
- frag = resource->getRealPath(frag);
- std::ifstream v( vert.c_str() );
- if (!v.is_open()) {
- throw new std::runtime_error( "Failed to open " + vert );
- }
- vert_contents = std::string((std::istreambuf_iterator<char>(v)),
- std::istreambuf_iterator<char>());
- std::ifstream f( frag.c_str() );
- if (!f.is_open()) {
- throw new std::runtime_error( "Failed to open " + frag );
- }
- frag_contents = std::string((std::istreambuf_iterator<char>(f)),
- std::istreambuf_iterator<char>());
- } else {
- vert_contents = vert;
- frag_contents = frag;
- }
-
- const char* vertsrc = vert_contents.c_str();
- const char* fragsrc = frag_contents.c_str();
-
- // Create the program to link to.
- program = gl::CreateProgram();
-
- if ( vert_contents.length() <= 0 ) {
- std::string errstring = "Failed to open file (or is empty) `" + vert + "`.\n";
- throw new std::runtime_error(errstring);
- }
-
- if ( frag_contents.length() <= 0 ) {
- std::string errstring = "Failed to open file (or is empty) `" + frag + "`.\n";
- throw new std::runtime_error(errstring);
- }
-
- // Compile both shaders.
- unsigned int vertShader = gl::CreateShader( gl::VERTEX_SHADER );
- gl::ShaderSource( vertShader, 1, &vertsrc , NULL );
- std::string errortxt;
- int err = compile( vertShader, errortxt );
-
- if ( err ) {
- std::string errstring = "Failed to compile shader `" + vert + "`:\n" + errortxt;
- throw new std::runtime_error(errstring);
- gl::DeleteShader( vertShader );
- return;
- }
-
- unsigned int fragShader = gl::CreateShader( gl::FRAGMENT_SHADER );
- gl::ShaderSource( fragShader, 1, &fragsrc, NULL );
- err = compile( fragShader, errortxt );
- if ( err ) {
- std::string errstring = "Failed to compile shader `" + frag + "`:\n" + errortxt;
- throw new std::runtime_error(errstring);
- gl::DeleteShader( vertShader );
- gl::DeleteShader( fragShader );
- return;
- }
-
- // Then attempt to link them to this shader.
- err = link( vertShader, fragShader, errortxt );
- if ( err ) {
- std::string errstring = "Failed to link shader `" + vert + "` and `" + frag + "`:\n" + errortxt;
- throw new std::runtime_error(errstring);
- gl::DeleteShader( vertShader );
- gl::DeleteShader( fragShader );
- return;
- }
-
- // Clean up :)
- gl::DeleteShader( vertShader );
- gl::DeleteShader( fragShader );
- gl::UseProgram( 0 );
- }
-
- slop::Shader::~Shader() {
- gl::DeleteProgram( program );
- }
-
- unsigned int slop::Shader::getProgram() {
- return program;
- }
-
- void slop::Shader::bind() {
- gl::UseProgram( program );
- }
-
- int slop::Shader::compile( unsigned int shader, std::string& error ) {
- gl::CompileShader( shader );
-
- // Compiling the shader is the easy part, all this junk down here is for printing the error it might generate.
- int result;
- int logLength;
- gl::GetShaderiv( shader, gl::COMPILE_STATUS, &result );
- gl::GetShaderiv( shader, gl::INFO_LOG_LENGTH, &logLength );
- if ( result == false ) {
- char* errormsg = new char[ logLength ];
- gl::GetShaderInfoLog( shader, logLength, NULL, errormsg );
- error = errormsg;
- delete[] errormsg;
- return 1;
- }
- return 0;
- }
-
- int slop::Shader::link( unsigned int vertshader, unsigned int fragshader, std::string& error ) {
- gl::AttachShader( program, vertshader );
- gl::AttachShader( program, fragshader );
- gl::LinkProgram( program );
-
- // Linking the shader is the easy part, all this junk down here is for printing the error it might generate.
- int result = false;
- int logLength;
- gl::GetProgramiv( program, gl::LINK_STATUS, &result);
- gl::GetProgramiv( program, gl::INFO_LOG_LENGTH, &logLength);
- if ( result == false ) {
- char* errormsg = new char[ logLength ];
- gl::GetProgramInfoLog( program, logLength, NULL, errormsg );
- error = errormsg;
- delete[] errormsg;
- return 1;
- }
- return 0;
- }
-
- unsigned int slop::Shader::getUniformLocation( std::string name ) {
- gl::UseProgram( program );
- return gl::GetUniformLocation( program, name.c_str() );
- }
-
- bool slop::Shader::hasParameter( std::string name ) {
- gl::UseProgram( program );
- return gl::GetUniformLocation( program, name.c_str() ) != -1;
- }
-
- void slop::Shader::setParameter( std::string name, int foo ) {
- gl::Uniform1i( getUniformLocation( name ), foo );
- }
-
- void slop::Shader::setParameter( std::string name, float foo ) {
- gl::Uniform1f( getUniformLocation( name ), foo );
- }
-
- void slop::Shader::setParameter( std::string name, glm::mat4& foo ) {
- gl::UniformMatrix4fv( getUniformLocation( name ), 1, false, glm::value_ptr( foo ) );
- }
-
- void slop::Shader::setParameter( std::string name, glm::vec4 foo ) {
- gl::Uniform4f( getUniformLocation( name ), foo.x, foo.y, foo.z, foo.w );
- }
-
- void slop::Shader::setParameter( std::string name, glm::vec2 foo ) {
- gl::Uniform2f( getUniformLocation( name ), foo.x, foo.y );
- }
-
- void slop::Shader::setAttribute( std::string name, unsigned int buffer, unsigned int stepsize ) {
- unsigned int a = gl::GetAttribLocation( program, name.c_str() );
- gl::EnableVertexAttribArray( a );
- gl::BindBuffer( gl::ARRAY_BUFFER, buffer );
- gl::VertexAttribPointer( a, stepsize, gl::FLOAT, false, 0, NULL );
- activeAttributes.push_back( a );
- }
-
- void slop::Shader::unbind() {
- for ( unsigned int i=0; i<activeAttributes.size(); i++ ) {
- gl::DisableVertexAttribArray( activeAttributes[i] );
- }
- activeAttributes.clear();
- gl::UseProgram( 0 );
- }
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