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- /*
- Copyright (C) 2011 by Ivan Safrin
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #include "PolyGLSLProgram.h"
- #include "PolyVector3.h"
- #include "PolyVector2.h"
- #include "PolyColor.h"
- #include "PolyLogger.h"
- #include "PolyCoreServices.h"
- #include "PolyLogger.h"
- #include "PolyGLHeaders.h"
- #ifdef _WINDOWS
- #include <windows.h>
- // Some shader functions that aren't defined in glext/wglext
- extern PFNGLGETSHADERIVPROC glGetShaderiv;
- extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
- #endif
- #include "PolyGLHeaders.h"
- using std::vector;
- #ifdef _WINDOWS
- extern PFNGLUSEPROGRAMPROC glUseProgram;
- extern PFNGLUNIFORM1IPROC glUniform1i;
- extern PFNGLACTIVETEXTUREPROC glActiveTexture;
- extern PFNGLCREATESHADERPROC glCreateShader;
- extern PFNGLSHADERSOURCEPROC glShaderSource;
- extern PFNGLCOMPILESHADERPROC glCompileShader;
- extern PFNGLCREATEPROGRAMPROC glCreateProgram;
- extern PFNGLATTACHSHADERPROC glAttachShader;
- extern PFNGLLINKPROGRAMPROC glLinkProgram;
- extern PFNGLDETACHSHADERPROC glDetachShader;
- extern PFNGLDELETESHADERPROC glDeleteShader;
- extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
- #ifndef _MINGW
- extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
- #endif
- #endif
- using namespace Polycode;
- GLSLProgram::GLSLProgram(String fileName, int type) : ShaderProgram(type) {
- program = -1;
- this->fileName = fileName;
- reloadProgram();
- }
- GLSLProgram::~GLSLProgram() {
- glDeleteShader(program);
- }
- void GLSLProgram::reloadProgram() {
- if(program != -1)
- glDeleteShader(program);
-
- OSFILE *file = OSBasics::open(fileName, "rb");
- if (!file) {
- Logger::log("Error: shader file %s not found\n", fileName.c_str());
- program = -1;
- return;
- }
- OSBasics::seek(file, 0, SEEK_END);
- long progsize = OSBasics::tell(file);
- OSBasics::seek(file, 0, SEEK_SET);
- char *buffer = (char*)malloc(progsize+1);
- memset(buffer, 0, progsize+1);
- OSBasics::read(buffer, progsize, 1, file);
- OSBasics::close(file);
-
- if(type == GLSLProgram::TYPE_VERT) {
- program = glCreateShader(GL_VERTEX_SHADER);
- } else {
- program = glCreateShader(GL_FRAGMENT_SHADER);
- }
-
- glShaderSource(program, 1, (const GLchar**)&buffer, 0);
- glCompileShader(program);
-
- GLint compiled = true;
- glGetShaderiv(program, GL_COMPILE_STATUS, &compiled);
- if(!compiled) {
- GLint length;
- GLchar* log;
- glGetShaderiv(program, GL_INFO_LOG_LENGTH, &length);
- log = (GLchar*)malloc(length);
- glGetShaderInfoLog(program, length, &length, log);
- printf("GLSL ERROR: %s\n", log);
- CoreServices::getInstance()->getLogger()->logBroadcast("GLSL ERROR:" + String(log));
- free(log);
- }
- free(buffer);
- }
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