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class CF::Video::Shader
{
public:
Shader(const std::string location, ShaderType t)
{
type = t;
GLenum stype = 0;
std::ifstream file;
std::string source;
const char* charSource = nullptr;
int status = 0;
// Convert engine enum to OpenGL enum.
if(t == VERT_SHADER)
stype = GL_VERTEX_SHADER;
else
stype = GL_FRAGMENT_SHADER;
file.open(location);
if(file)
{
std::string buffer;
// Loop through the file
while(std::getline(file, buffer))
{
source.append(buffer + "\n");
}
charSource = source.c_str();
id = glCreateShader(stype);
glShaderSource(id, 1, &charSource, nullptr);
glCompileShader(id);
// Get compile status.
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE)
{
int logSize = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &logSize);
char* log = nullptr;
log = new char[logSize];
glGetShaderInfoLog(id, logSize, &logSize, log);
std::string str;
str = "CF::Video::Shader::Shader() - Error with compiling ";
str += location;
str += ": \n\n";
str += log;
glDeleteShader(id); // Free the shader
delete log; // Free the log data
throw Error(str);
}
}
else
{
std::stringstream ss;
ss << "CF::Video::Shader::Shader() - Failure opening shader" << location << ".";
throw Error(ss.str());
}
}
unsigned int getID() const{return id;}
ShaderType getType() const{return type;}
private:
ShaderType type;
unsigned int id;
};
class CF::Video::ShaderProgram
{
public:
ShaderProgram()
{
id = glCreateProgram();
}
void AttachShader(std::shared_ptr<Resource<Shader>> &shader)
{
shaders.push_back(shader);
glAttachShader(id, shader->getResource()->getID());
}
void Link()
{
glLinkProgram(id);
}
void Use()
{
glUseProgram(id);
}
void StopUse()
{
glUseProgram(0);
}
int GetCoreAttrib(const std::string name) const
{
return glGetAttribLocation(id, name.c_str());
}
~ShaderProgram()
{
for(unsigned int i = 0; i < shaders.size(); i++)
{
glDetachShader(id, shaders[i]->getResource()->getID());
}
glDeleteProgram(id);
}
private:
std::vector<std::shared_ptr<Resource<Shader>>> shaders;
unsigned int id;
};
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