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/*
Copyright © 2010, 2011 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 <iostream>
#include <fstream>
#define COMPILER_MESSAGE_MAX_LENGTH 1024
using namespace std;
namespace Magnum {
Shader::LogLevel Shader::_logLevel = Shader::Errors;
bool Shader::addFile(const std::string& filename) {
/* Open file */
ifstream file(filename.c_str());
if(!file.good()) {
file.close();
cerr << "Shader file " << filename << " cannot be opened." << endl;
return false;
}
/* Get size of shader and initialize buffer */
file.seekg(0, ios::end);
size_t size = file.tellg();
char* source = new char[size+1];
source[size] = '\0';
/* Read data, close */
file.seekg(0, 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 != Initialized) return shader;
/* Array of sources */
const GLchar** _sources = new const GLchar*[sources.size()];
for(size_t i = 0; i != sources.size(); ++i)
_sources[i] = static_cast<const GLchar*>(sources[i].c_str());
/* Create shader and set its source */
shader = glCreateShader(_type);
glShaderSource(shader, 1, _sources, 0);
/* Compile shader */
glCompileShader(shader);
delete _sources;
/* Check compilation status */
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
/* Display errors or warnings */
if((status == GL_FALSE && _logLevel != None) || _logLevel == Warnings) {
/* Get message */
char message[COMPILER_MESSAGE_MAX_LENGTH];
glGetShaderInfoLog(shader, COMPILER_MESSAGE_MAX_LENGTH, 0, message);
if(status == GL_FALSE || message[0] != 0) switch(_type) {
case Vertex: cerr << "Vertex"; break;
case Geometry: cerr << "Geometry"; break;
case Fragment: cerr << "Fragment"; break;
}
/* Show error log and delete shader */
if(status == GL_FALSE) {
cerr << " shader failed to compile. Error message:" << endl
<< message << endl;
/* Or just warnings, if there are any */
} else if(message[0] != 0) {
cerr << " shader was compiled with the following warnings:" << endl
<< message << endl;
}
}
if(status == GL_FALSE) {
glDeleteShader(shader);
shader = 0;
_state = Failed;
} else _state = Compiled;
return shader;
}
}