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#include "opengl/geoshader.hpp"
#include <iostream>
#include <fstream>
GeoShader::GeoShader(const std::string& fileName)
{
m_program = glCreateProgram();
m_shaders[0] = CreateShader(LoadShader(fileName + ".vert"), GL_VERTEX_SHADER);
m_shaders[1] = CreateShader(LoadShader(fileName + ".frag"), GL_FRAGMENT_SHADER);
m_shaders[2] = CreateShader(LoadShader(fileName + ".geom"), GL_GEOMETRY_SHADER);
int i;
for(i=0; i < NUM_SHADERS; i++)
glAttachShader(m_program, m_shaders[i]);
glLinkProgram(m_program);
CheckShaderError(m_program, GL_LINK_STATUS, true, "error shader failed to link: ");
glValidateProgram(m_program);
CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "error shader is invalid: ");
glUseProgram(m_program);
}
GeoShader::~GeoShader()
{
int i;
for(i=0; i< NUM_SHADERS; i++){
glDetachShader(m_program, m_shaders[i]);
glDeleteShader(m_shaders[i]);
}
}
void GeoShader::Bind()
{
glUseProgram(m_program);
}
void GeoShader::Update(const Transform& transform, const Camera& camera)
{
glm::mat4 MVP = transform.GetMVP(camera);
glm::mat4 Normal = transform.GetModel();
glUniformMatrix4fv(m_uniforms[0], 1, GL_FALSE, &MVP[0][0]);
}
GLuint GeoShader::CreateShader(const std::string& text, GLenum shaderType)
{
GLuint shader = glCreateShader(shaderType);
const GLchar* shaderSource[1];
GLint shaderSourceLengths[1];
shaderSource[0] = text.c_str();
shaderSourceLengths[0] = text.length();
glShaderSource(shader, 1, shaderSource, shaderSourceLengths);
glCompileShader(shader);
return shader;
}
void GeoShader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage)
{
GLint success = 0;
GLchar error[1024] = { 0 };
if(isProgram)
glGetProgramiv(shader, flag, &success);
else
glGetShaderiv(shader, flag, &success);
if(success == GL_FALSE){
if(isProgram)
glGetProgramInfoLog(shader, sizeof(error), NULL, error);
else
glGetShaderInfoLog(shader, sizeof(error), NULL, error);
std::cerr << errorMessage << ": '" << error << "'" << std::endl;
}
}
std::string GeoShader::LoadShader(const std::string& fileName)
{
std::ifstream file;
file.open((fileName).c_str());
std::string output;
std::string line;
if(file.is_open()){
while(file.good()){
getline(file, line);
output.append(line + "\n");
}
}
else{
std::cerr << "Unable to load shader: " << fileName << std::endl;
}
return output;
}
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