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193 lines (136 loc) · 4.84 KB
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/**
*
*/
#include "GLProgram.h"
#include <algorithm>
GLProgram::GLProgram() :
initialized_(false),
program_(0),
vertexShader_(0),
fragmentShader_(0) {
}
GLProgram::~GLProgram() {
destroy();
}
bool GLProgram::initWithVertexShaderString(const std::string& vertexShaderString, const std::string& fragmentShaderString) {
initialized_ = false;
attributes_.clear();
uniforms_.clear();
program_ = glCreateProgram();
if (!compileShader(vertexShader_, GL_VERTEX_SHADER, vertexShaderString)) {
//NSLog(@"Failed to compile vertex shader");
return false;
}
// Create and compile fragment shader
if (!compileShader(fragmentShader_, GL_FRAGMENT_SHADER, fragmentShaderString)) {
//NSLog(@"Failed to compile fragment shader");
return false;
}
glAttachShader(program_, vertexShader_);
glAttachShader(program_, fragmentShader_);
return true;
}
bool GLProgram::initWithVertexShaderFilename(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename) {
return false;
}
bool GLProgram::compileShader(GLuint& shader, GLenum type, const std::string& shaderString) {
GLint status;
const GLchar* source = shaderString.c_str();
if (!source) {
//NSLog(@"Failed to load vertex shader");
return false;
}
shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = new GLchar[logLength];
glGetShaderInfoLog(shader, logLength, &logLength, log);
//TODO: NSLog(@"Shader compile log:\n%s", log);
delete [] log;
}
}
return status == GL_TRUE;
}
void GLProgram::addAttribute(const std::string& attributeName) {
std::vector<std::string>::const_iterator found = std::find(attributes_.begin(), attributes_.end(), attributeName);
if (found == attributes_.end()) {
// the attribute was not found, add it to the end of attributes_ and bind it
attributes_.push_back(attributeName);
size_t indexOfAttribute = attributes_.size() - 1;
glBindAttribLocation(program_, indexOfAttribute, attributeName.c_str());
}
}
GLuint GLProgram::getAttributeIndex(const std::string& attributeName) {
// TODO: take care of element not found?
std::vector<std::string>::const_iterator found = std::find(attributes_.begin(), attributes_.end(), attributeName);
return (found - attributes_.begin());
}
GLuint GLProgram::getUniformIndex(const std::string& uniformName) {
return glGetUniformLocation(program_, uniformName.c_str());
}
bool GLProgram::link() {
GLint status;
glLinkProgram(program_);
glGetProgramiv(program_, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
return false;
if (vertexShader_) {
glDeleteShader(vertexShader_);
vertexShader_ = 0;
}
if (fragmentShader_) {
glDeleteShader(fragmentShader_);
fragmentShader_ = 0;
}
initialized_ = true;
return true;
}
void GLProgram::use() {
glUseProgram(program_);
}
void GLProgram::validate() {
GLint logLength;
glValidateProgram(program_);
glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = new GLchar[logLength];
glGetProgramInfoLog(program_, logLength, &logLength, log);
//NSLog(@"program_ validate log:\n%s", log);
delete [] log;
}
}
void GLProgram::destroy() {
if (vertexShader_)
glDeleteShader(vertexShader_);
if (fragmentShader_)
glDeleteShader(fragmentShader_);
if (program_)
glDeleteProgram(program_);
}
void GLProgram::logForOpenGLObject(std::string& log, GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc) {
GLint logLength = 0, charsWritten = 0;
infoFunc(object, GL_INFO_LOG_LENGTH, &logLength);
if (logLength < 1)
return;
GLchar* logBytes = new GLchar[logLength];
logFunc(object, logLength, &charsWritten, logBytes);
log = std::string(logBytes, logLength);
delete [] logBytes;
}
void GLProgram::getVertexShaderLog(std::string& log) {
logForOpenGLObject(log, vertexShader_, (GLInfoFunction)&glGetProgramiv, (GLLogFunction)&glGetProgramInfoLog);
}
void GLProgram::getFragmentShaderLog(std::string& log) {
logForOpenGLObject(log, fragmentShader_, (GLInfoFunction)&glGetProgramiv, (GLLogFunction)&glGetProgramInfoLog);
}
void GLProgram::getProgramLog(std::string& log) {
logForOpenGLObject(log, program_, (GLInfoFunction)&glGetProgramiv, (GLLogFunction)&glGetProgramInfoLog);
}
bool GLProgram::isInitialized() const {
return initialized_;
}