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/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "Shader.h"
#include <fstream>
#include <Utility/Assert.h>
#define COMPILER_MESSAGE_MAX_LENGTH 1024
/* libgles-omap3-dev_4.03.00.02-r15.6 on BeagleBoard/Ångström linux 2011.3 doesn't have GLchar */
#ifdef MAGNUM_TARGET_GLES
typedef char GLchar;
#endif
namespace Magnum {
Shader::Shader(Version version, Type type): _type(type), _state(State::Initialized), shader(0) {
shader = glCreateShader(static_cast<GLenum>(_type));
switch(version) {
#ifndef MAGNUM_TARGET_GLES
case Version::GL210: addSource("#version 120\n"); return;
case Version::GL300: addSource("#version 130\n"); return;
case Version::GL310: addSource("#version 140\n"); return;
case Version::GL320: addSource("#version 150\n"); return;
case Version::GL330: addSource("#version 330\n"); return;
case Version::GL400: addSource("#version 400\n"); return;
case Version::GL410: addSource("#version 410\n"); return;
case Version::GL420: addSource("#version 420\n"); return;
case Version::GL430: addSource("#version 430\n"); return;
#else
case Version::GLES200: addSource("#version 100\n"); return;
case Version::GLES300: addSource("#version 300\n"); return;
#endif
case Version::None:
CORRADE_ASSERT(false, "Shader::Shader(): unsupported version" << version, );
}
CORRADE_INTERNAL_ASSERT(false);
}
Shader::Shader(Shader&& other): _type(other._type), _state(other._state), sources(other.sources), shader(other.shader) {
other.shader = 0;
}
Shader& Shader::operator=(Shader&& other) {
glDeleteShader(shader);
_type = other._type;
_state = other._state;
sources = other.sources;
shader = other.shader;
other.shader = 0;
return *this;
}
bool Shader::addFile(const std::string& filename) {
/* Open file */
std::ifstream file(filename.c_str());
if(!file.good()) {
file.close();
Error() << "Shader file " << '\'' + filename + '\'' << " cannot be opened.";
return false;
}
/* Get size of shader and initialize buffer */
file.seekg(0, std::ios::end);
std::size_t size = file.tellg();
char* source = new char[size+1];
source[size] = '\0';
/* Read data, close */
file.seekg(0, std::ios::beg);
file.read(source, size);
file.close();
/* Add to sources and free the buffer */
addSource(source);
delete[] source;
return true;
}
GLuint Shader::compile() {
/* Already compiled, return */
if(_state != State::Initialized) return shader;
/* Array of sources */
const GLchar** _sources = new const GLchar*[sources.size()];
for(std::size_t i = 0; i != sources.size(); ++i)
_sources[i] = static_cast<const GLchar*>(sources[i].c_str());
/* Create shader and set its source */
glShaderSource(shader, sources.size(), _sources, nullptr);
/* Compile shader */
glCompileShader(shader);
delete _sources;
/* Check compilation status */
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
/* Display errors or warnings */
char message[COMPILER_MESSAGE_MAX_LENGTH];
glGetShaderInfoLog(shader, COMPILER_MESSAGE_MAX_LENGTH, nullptr, message);
if(status == GL_FALSE || message[0] != 0) {
Error err;
err << "Shader:";
switch(_type) {
case Type::Vertex: err << "vertex"; break;
#ifndef MAGNUM_TARGET_GLES
case Type::Geometry: err << "geometry"; break;
case Type::TessellationControl: err << "tessellation control"; break;
case Type::TessellationEvaluation: err << "tessellation evaluation"; break;
case Type::Compute: err << "compute"; break;
#endif
case Type::Fragment: err << "fragment"; break;
}
/* Show error log and delete shader */
if(status == GL_FALSE) {
err << "shader failed to compile with the following message:\n"
<< message;
/* Or just warnings, if there are any */
} else if(message[0] != 0) {
err << "shader was successfully compiled with the following message:\n"
<< message;
}
}
if(status == GL_FALSE) {
_state = State::Failed;
return 0;
} else {
_state = State::Compiled;
return shader;
}
}
}