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Shader.cpp
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#include "Shader.h"
#include "loadgen/gl_core_4_4.h"
#include <stdio.h>
Shader::~Shader() {
delete[] m_error;
glDeleteProgram(m_program);
for (auto& s : m_shaders)
glDeleteShader(s);
}
bool Shader::loadShader(unsigned int type, const char* filename) {
unsigned int* shader = nullptr;
switch (type) {
case GL_VERTEX_SHADER: shader = &m_shaders[0]; break;
case GL_TESS_CONTROL_SHADER: shader = &m_shaders[1]; break;
case GL_TESS_EVALUATION_SHADER: shader = &m_shaders[2]; break;
case GL_GEOMETRY_SHADER: shader = &m_shaders[3]; break;
case GL_FRAGMENT_SHADER: shader = &m_shaders[4]; break;
default: printf("INVALID SHADER TYPE SELECTED!\n"); return false;
}
*shader = glCreateShader(type);
// open file
FILE* file = nullptr;
fopen_s(&file, filename, "rb");
fseek(file, 0, SEEK_END);
unsigned int size = ftell(file);
char* source = new char[size + 1];
fseek(file, 0, SEEK_SET);
fread_s(source, size + 1, sizeof(char), size, file);
fclose(file);
source[size] = 0;
glShaderSource(*shader, 1, (const char**)&source, 0);
glCompileShader(*shader);
delete[] source;
int success = GL_TRUE;
glGetShaderiv(*shader, GL_LINK_STATUS, &success);
if (success == GL_FALSE) {
int infoLogLength = 0;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &infoLogLength);
delete[] m_error;
m_error = new char[infoLogLength];
glGetShaderInfoLog(*shader, infoLogLength, 0, m_error);
return false;
}
return true;
}
bool Shader::createShader(unsigned int type, const char* string) {
unsigned int* shader = nullptr;
switch (type) {
case GL_VERTEX_SHADER: shader = &m_shaders[0]; break;
case GL_TESS_CONTROL_SHADER: shader = &m_shaders[1]; break;
case GL_TESS_EVALUATION_SHADER: shader = &m_shaders[2]; break;
case GL_GEOMETRY_SHADER: shader = &m_shaders[3]; break;
case GL_FRAGMENT_SHADER: shader = &m_shaders[4]; break;
default: printf("INVALID SHADER TYPE SELECTED!\n"); return false;
}
*shader = glCreateShader(type);
glShaderSource(*shader, 1, (const char**)&string, 0);
glCompileShader(*shader);
int success = GL_TRUE;
glGetShaderiv(*shader, GL_LINK_STATUS, &success);
if (success == GL_FALSE) {
int infoLogLength = 0;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &infoLogLength);
delete[] m_error;
m_error = new char[infoLogLength];
glGetShaderInfoLog(*shader, infoLogLength, 0, m_error);
return false;
}
return true;
}
bool Shader::link() {
m_program = glCreateProgram();
for (auto& s : m_shaders)
glAttachShader(m_program, s);
glLinkProgram(m_program);
int success = GL_TRUE;
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
if (success == GL_FALSE) {
int infoLogLength = 0;
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &infoLogLength);
delete[] m_error;
m_error = new char[infoLogLength];
glGetProgramInfoLog(m_program, infoLogLength, 0, m_error);
return false;
}
return true;
}
void Shader::bind() {
glUseProgram(m_program);
}
int Shader::getUniform(const char* name) {
return glGetUniformLocation(m_program, name);
}