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Shader.cpp
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Shader.cpp
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#include "Shader.h"
//#include <GLES2/gl2.h>
#include <SDL/SDL_opengl.h>
//#include <GL/glew.h>
#include <stdlib.h>
#include <iostream>
#include <fstream>
#include <string>
Shader::Shader()
{
}
Shader::Shader( const char* vsFile, const char* fsFile )
{
init( vsFile, fsFile );
}
Shader::~Shader()
{
glDetachShader(shader_id, shader_fp);
glDetachShader(shader_id, shader_fp);
glDeleteShader(shader_fp);
glDeleteShader(shader_vp);
glDeleteProgram(shader_id);
}
void Shader::init( const char* vsFile, const char* fsFile )
{
shader_vp = glCreateShader(GL_VERTEX_SHADER);
shader_fp = glCreateShader(GL_FRAGMENT_SHADER);
SetupShader(shader_vp, vsFile);
SetupShader(shader_fp, fsFile);
shader_id = glCreateProgram();
glAttachShader(shader_id, shader_fp);
glAttachShader(shader_id, shader_vp);
glLinkProgram(shader_id);
validateProgram(shader_id);
}
void Shader::SetupShader( unsigned int shader_p, const char* filename )
{
std::ifstream ifs(filename);
std::string sText
(
(
std::istreambuf_iterator<char>(ifs)
),
std::istreambuf_iterator<char>()
);
const char* text = sText.c_str();
glShaderSource(shader_p, 1, &text, 0);
glCompileShader(shader_p);
validateShader(shader_p);
}
void Shader::validateShader( unsigned int shader, const char* file /* = 0 */)
{
const unsigned int BUFFER_SIZE = 512;
char buffer[BUFFER_SIZE];
GLsizei length = 0;
glGetShaderInfoLog(shader, BUFFER_SIZE, &length, buffer);
file = file?file:"";
if(length > 1)
std::cerr << "shader " << shader << file << " compile error:" << buffer << std::endl;
}
void Shader::validateProgram( unsigned int program )
{
const unsigned int BUFFER_SIZE = 512;
char buffer[BUFFER_SIZE];
GLsizei length = 0;
glGetProgramInfoLog(program, BUFFER_SIZE, &length, buffer);
if(length > 0)
std::cerr << "Program " << program << " link error: " << buffer << std::endl;
}
void Shader::bind()
{
glUseProgram(shader_id);
}
void Shader::unbind()
{
glUseProgram(0);
}
unsigned int Shader::id()
{
return shader_id;
}