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shader.cpp
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#include "shader.h"
#include <QFile>
#include <QTextStream>
#include <vector>
#include <QDebug>
static GLuint createShader(GLenum eShaderType, const char *strShaderFile, const std::string &shaderName)
{
QFile f(strShaderFile);
if (!f.open(QFile::ReadOnly | QFile::Text))
return 1;
QTextStream in(&f);
QString text = in.readAll();
QByteArray data = text.toUtf8();
const char *dataStr = data.constData();
GLuint shader = glCreateShader(eShaderType);
glShaderSource(shader, 1, &dataStr, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar strInfoLog[4096];
glGetShaderInfoLog(shader, infoLogLength, NULL, strInfoLog);
char strShaderType[16];
switch (eShaderType)
{
case GL_VERTEX_SHADER:
sprintf(strShaderType, "vertex");
break;
case GL_GEOMETRY_SHADER:
sprintf(strShaderType, "geometry");
break;
case GL_FRAGMENT_SHADER:
sprintf(strShaderType, "fragment");
break;
}
qDebug() << "Compile failure in " << strShaderType << " shader(" << shaderName.c_str() << "):\n" << strInfoLog;
return -1;
}
else
{
qDebug() << "Shader compiled sucessfully! " << shaderName.c_str();
}
return shader;
}
bool Shader::buildShaderProgram(const char *vsPath, const char *fsPath)
{
GLuint vertexShader;
GLuint fragmentShader;
vertexShader = createShader(GL_VERTEX_SHADER, vsPath, shaderName);
fragmentShader = createShader(GL_FRAGMENT_SHADER, fsPath, shaderName);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program); //linking!
//error checking
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar strInfoLog[4096];
glGetProgramInfoLog(program, infoLogLength, NULL, strInfoLog);
qDebug() << "Shader linker failure " << shaderName.c_str() << ": " << strInfoLog;
return false;
}
else
{
qDebug() << "Shader linked sucessfully! " << shaderName.c_str();
}
/*glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);*/
GLint nuni;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &nuni);
char name[256];
for (GLint i = 0; i < nuni; ++i)
{
GLint size;
GLenum type;
glGetActiveUniform(program, i, sizeof(name), NULL, &size, &type, name);
GLint location = glGetUniformLocation(program, name);
uniforms[name] = location;
qDebug() << "Shader " << shaderName.c_str() << ": " << name << " " << location;
}
return true;
}
bool Shader::buildShaderProgram(const char *vsPath, const char *gsPath, const char *fsPath)
{
GLuint vertexShader;
GLuint geometryShader;
GLuint fragmentShader;
vertexShader = createShader(GL_VERTEX_SHADER, vsPath, shaderName);
geometryShader = createShader(GL_GEOMETRY_SHADER, gsPath, shaderName);
fragmentShader = createShader(GL_FRAGMENT_SHADER, fsPath, shaderName);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, geometryShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program); //linking!
//error checking
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar strInfoLog[4096];
glGetProgramInfoLog(program, infoLogLength, NULL, strInfoLog);
qDebug() << "Shader linker failure " << shaderName.c_str() << ": " << strInfoLog;
return false;
}
else
{
qDebug() << "Shader linked sucessfully! " << shaderName.c_str();
}
/*glDetachShader(program, vertexShader);
glDetachShader(program, geometryShader);
glDetachShader(program, fragmentShader);*/
GLint nuni;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &nuni);
char name[256];
for (GLint i = 0; i < nuni; ++i)
{
GLint size;
GLenum type;
glGetActiveUniform(program, i, sizeof(name), NULL, &size, &type, name);
GLint location = glGetUniformLocation(program, name);
uniforms[name] = location;
qDebug() << "Shader "<< shaderName.c_str() << ": " << name << " " << location;
}
return true;
}