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/*
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Copyright © 2010, 2011 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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#include "Shader.h"
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#include <iostream>
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#include <fstream>
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#define COMPILER_MESSAGE_MAX_LENGTH 1024
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using namespace std;
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namespace Magnum {
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Shader::LogLevel Shader::_logLevel = Shader::Errors;
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bool Shader::addFile(const std::string& filename) {
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/* Open file */
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ifstream file(filename.c_str());
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if(!file.good()) {
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file.close();
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cerr << "Shader file " << filename << " cannot be opened." << endl;
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return false;
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}
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/* Get size of shader and initialize buffer */
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file.seekg(0, ios::end);
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size_t size = file.tellg();
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char* source = new char[size+1];
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source[size] = '\0';
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/* Read data, close */
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file.seekg(0, ios::beg);
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file.read(source, size);
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file.close();
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/* Add to sources and free the buffer */
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addSource(source);
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delete source;
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return true;
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}
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GLuint Shader::compile() {
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/* Already compiled, return */
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if(_state != Initialized) return shader;
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/* Array of sources */
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const GLchar** _sources = new const GLchar*[sources.size()];
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for(size_t i = 0; i != sources.size(); ++i)
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_sources[i] = static_cast<const GLchar*>(sources[i].c_str());
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/* Create shader and set its source */
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shader = glCreateShader(_type);
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glShaderSource(shader, 1, _sources, 0);
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/* Compile shader */
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glCompileShader(shader);
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delete _sources;
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/* Check compilation status */
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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/* Display errors or warnings */
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if((status == GL_FALSE && _logLevel != None) || _logLevel == Warnings) {
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/* Get message */
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char message[COMPILER_MESSAGE_MAX_LENGTH];
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glGetShaderInfoLog(shader, COMPILER_MESSAGE_MAX_LENGTH, 0, message);
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if(status == GL_FALSE || message[0] != 0) switch(_type) {
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case Vertex: cerr << "Vertex"; break;
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case Geometry: cerr << "Geometry"; break;
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case Fragment: cerr << "Fragment"; break;
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}
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/* Show error log and delete shader */
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if(status == GL_FALSE) {
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cerr << " shader failed to compile. Error message:" << endl
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<< message << endl;
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/* Or just warnings, if there are any */
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} else if(message[0] != 0) {
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cerr << " shader was compiled with the following warnings:" << endl
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<< message << endl;
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}
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}
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if(status == GL_FALSE) {
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glDeleteShader(shader);
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shader = 0;
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_state = Failed;
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} else _state = Compiled;
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return shader;
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}
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}
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