terravisor/source/InitShader.cpp

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#include <GL/glew.h>
#include <fstream>
#include <iostream>
#include <cstring>
using namespace std;
//Adapted from Edward Angels InitShader code
// Create a NULL-terminated string by reading the provided file
static char* readShaderSource(const char* shaderFile)
{
ifstream ifs(shaderFile, ios::in | ios::binary | ios::ate);
if (ifs.is_open())
{
unsigned int filesize = static_cast<unsigned int>(ifs.tellg());
ifs.seekg(0, ios::beg);
char* bytes = new char[filesize + 1];
memset(bytes, 0, filesize + 1);
ifs.read(bytes, filesize);
ifs.close();
return bytes;
}
return NULL;
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}
void printShaderCompileError(GLuint shader)
{
GLint logSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetShaderInfoLog(shader, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
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}
void printProgramLinkError(GLuint program)
{
GLint logSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetProgramInfoLog(program, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
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}
GLuint InitShader(const char* computeShaderFile)
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[1] =
{
{ computeShaderFile, GL_COMPUTE_SHADER, NULL }
};
GLuint program = glCreateProgram();
for (int i = 0; i < 1; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
delete[] s.source;
glAttachShader(program, shader);
}
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
if (error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
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}
// Create a GLSL program object from vertex and fragment shader files
GLuint InitShader(const char* vShaderFile, const char* fShaderFile)
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[2] =
{
{ vShaderFile, GL_VERTEX_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
};
GLuint program = glCreateProgram();
for (int i = 0; i < 2; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
delete[] s.source;
glAttachShader(program, shader);
}
//set shader attrib locations
const int posLoc = 0;
const int texCoordLoc = 1;
const int normalLoc = 2;
glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
glBindAttribLocation(program, normalLoc, "normalAttrib");
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
if (error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
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}
// Create a GLSL program object from vertex and fragment shader files
GLuint InitShader(const char* vShaderFile, const char* gShaderFile, const char* fShaderFile)
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[3] =
{
{ vShaderFile, GL_VERTEX_SHADER, NULL },
{ gShaderFile, GL_GEOMETRY_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
};
GLuint program = glCreateProgram();
for (int i = 0; i < 3; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
delete[] s.source;
glAttachShader(program, shader);
}
//set shader attrib locations
const int posLoc = 0;
const int texCoordLoc = 1;
const int normalLoc = 2;
glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
glBindAttribLocation(program, normalLoc, "normalAttrib");
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
if (error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
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}
GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* fShaderFile )
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
std::string source;
} shaders[4] =
{
{ vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" }
};
GLuint program = glCreateProgram();
for ( int i = 0; i < 4; ++i )
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 )
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str();
glShaderSource(shader, 1, (const GLchar**)&c_str, NULL);
glCompileShader( shader );
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
glAttachShader( program, shader );
}
//set shader attrib locations
const int posLoc = 0;
const int texCoordLoc = 1;
glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked )
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
if(error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
}
GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* gShaderFile, const char* fShaderFile )
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
std::string source;
} shaders[5] =
{
{ vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" },
{ gShaderFile, GL_GEOMETRY_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" }
};
GLuint program = glCreateProgram();
for ( int i = 0; i < 5; ++i )
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 )
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str();
glShaderSource( shader, 1, (const GLchar**) &c_str, NULL );
glCompileShader( shader );
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
glAttachShader( program, shader );
}
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked )
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
if(error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
}