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101 lines
2.3 KiB
C++
101 lines
2.3 KiB
C++
//
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// Shader.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 07/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "Shader.hpp"
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#include <stdlib.h>
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#include <stdio.h>
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using namespace OpenGL;
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GLuint Shader::compile_shader(const char *source, GLenum type)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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#if defined(DEBUG)
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GLint isCompiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE)
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{
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GLint logLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if(logLength > 0) {
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GLchar *log = (GLchar *)malloc((size_t)logLength);
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glGetShaderInfoLog(shader, logLength, &logLength, log);
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printf("Compile log:\n%s\n", log);
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free(log);
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}
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throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
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}
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#endif
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return shader;
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}
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Shader::Shader(const char *vertex_shader, const char *fragment_shader, const AttributeBinding *attribute_bindings)
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{
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_shader_program = glCreateProgram();
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GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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glAttachShader(_shader_program, vertex);
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glAttachShader(_shader_program, fragment);
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if(attribute_bindings)
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{
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while(attribute_bindings->name)
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{
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glBindAttribLocation(_shader_program, attribute_bindings->index, attribute_bindings->name);
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attribute_bindings++;
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}
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}
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glLinkProgram(_shader_program);
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#if defined(DEBUG)
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GLint didLink = 0;
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glGetProgramiv(_shader_program, GL_LINK_STATUS, &didLink);
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if(didLink == GL_FALSE)
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{
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GLint logLength;
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glGetProgramiv(_shader_program, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc((size_t)logLength);
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glGetProgramInfoLog(_shader_program, logLength, &logLength, log);
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printf("Link log:\n%s\n", log);
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free(log);
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}
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throw ProgramLinkageError;
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}
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#endif
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}
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Shader::~Shader()
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{
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// TODO: ensure this is destructed within the correct context.
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// glDeleteProgram(_shader_program);
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}
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void Shader::bind()
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{
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glUseProgram(_shader_program);
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}
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GLint Shader::get_attrib_location(const GLchar *name)
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{
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return glGetAttribLocation(_shader_program, name);
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}
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GLint Shader::get_uniform_location(const GLchar *name)
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{
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return glGetUniformLocation(_shader_program, name);
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}
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