grafika_komputerowa/grk/project/src/Shader_Loader.cpp
2024-01-02 20:54:56 +01:00

103 lines
2.7 KiB
C++

#include "Shader_Loader.h"
#include<iostream>
#include<fstream>
#include<vector>
using namespace Core;
Shader_Loader::Shader_Loader(void){}
Shader_Loader::~Shader_Loader(void){}
std::string Shader_Loader::ReadShader(char *filename)
{
std::string shaderCode;
std::ifstream file(filename, std::ios::in);
if (!file.good())
{
std::cout << "Can't read file " << filename << std::endl;
std::terminate();
}
file.seekg(0, std::ios::end);
shaderCode.resize((unsigned int)file.tellg());
file.seekg(0, std::ios::beg);
file.read(&shaderCode[0], shaderCode.size());
file.close();
return shaderCode;
}
GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string
source, char* shaderName)
{
int compile_result = 0;
GLuint shader = glCreateShader(shaderType);
const char *shader_code_ptr = source.c_str();
const int shader_code_size = source.size();
glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result);
//sprawdz bledy
if (compile_result == GL_FALSE)
{
int info_log_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<char> shader_log(info_log_length);
glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]);
std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl;
return 0;
}
return shader;
}
GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename,
char* fragmentShaderFilename)
{
//wczytaj shadery
std::string vertex_shader_code = ReadShader(vertexShaderFilename);
std::string fragment_shader_code = ReadShader(fragmentShaderFilename);
GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader");
GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader");
int link_result = 0;
//stworz shader
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_result);
//sprawdz bledy w linkerze
if (link_result == GL_FALSE)
{
int info_log_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<char> program_log(info_log_length);
glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]);
std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl;
return 0;
}
glDetachShader(program, vertex_shader);
glDetachShader(program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
void Shader_Loader::DeleteProgram( GLuint program )
{
glDeleteProgram(program);
}