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ModuleProgram.cpp
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127 lines (102 loc) · 3.05 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleProgram.h"
#include "SDL/SDL.h"
#include "GL/glew.h"
#include "MathGeoLib/Math/float4x4.h"
#include "assert.h"
#include <string>
#include <streambuf>
#include <fstream>
bool ModuleProgram::Init()
{
//Lighting shader
uberProg = createProgramWithShaders("../Shaders/UberShader.vs", "../Shaders/UberShader.fs");
//Skybox shader
skyboxProg = createProgramWithShaders("../Shaders/Skybox.vs", "../Shaders/Skybox.fs");
//Default shader
defaultProg = createProgramWithShaders("../Shaders/VertexShader.vs", "../Shaders/FragmentShader.fs");
return true;
}
bool ModuleProgram::CleanUp()
{
glDeleteProgram(uberProg);
glDeleteProgram(skyboxProg);
glDeleteProgram(defaultProg);
return true;
}
unsigned int ModuleProgram::createProgramWithShaders(const char * vertexFilename, const char * fragmentFilename) const
{
LOG("Compiling Vertex Shader from %s", vertexFilename);
unsigned int vertexShader = createShader(vertexFilename, GL_VERTEX_SHADER);
LOG("Compiling Fragment Shader from %s", fragmentFilename);
unsigned int fragmentShader = createShader(fragmentFilename, GL_FRAGMENT_SHADER);
return createProgram(vertexShader, fragmentShader);
}
unsigned int ModuleProgram::createProgram(unsigned int vShader, unsigned int fShader) const
{
unsigned int program = glCreateProgram();
if (vShader != NULL)
{
LOG("Attaching Vertex Shader");
glAttachShader(program, vShader);
}
if (fShader != NULL)
{
LOG("Attaching Fragment Shader");
glAttachShader(program, fShader);
}
LOG("Linking program");
glLinkProgram(program);
int success;
char infoLog[512];
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, 512, NULL, infoLog);
LOG("\nERROR::PROGRAM::CREATION_FAILED");
LOG("ERROR: %s\n", infoLog);
}
//Now we can delete shaders
LOG("Deleting Vertex Shader");
glDeleteShader(vShader);
LOG("Deleting Fragment Shader\n");
glDeleteShader(fShader);
return program;
}
unsigned int ModuleProgram::createShader(const char * filename, unsigned int shaderType) const
{
assert(filename != nullptr);
char* data = readFile(filename);
unsigned int shaderId = glCreateShader(shaderType);
glShaderSource(shaderId, 1, &data, NULL);
glCompileShader(shaderId);
delete[] data;
GLint success = GL_FALSE;
int logLength;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &logLength);
std::vector<GLchar> shaderError((logLength > 1) ? logLength : 1);
glGetShaderInfoLog(shaderId, logLength, NULL, &shaderError[0]);
LOG("ERROR: Shader with path %s coudn't be compiled : %s\n", filename, &shaderError[0]);
}
return shaderId;
}
char* ModuleProgram::readFile(const char* file_name) const
{
assert(file_name != nullptr);
char* result = nullptr;
FILE* file = nullptr;
fopen_s(&file, file_name, "rb");
if (file)
{
fseek(file, 0, SEEK_END);
int size = ftell(file);
rewind(file);
result = new char[size + 1];
fread(result, 1, size, file);
result[size] = 0;
fclose(file);
}
return result;
}