tibia-client/src/framework/graphics/shader.cpp

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* 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 "shader.h"
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#include <framework/core/resourcemanager.h>
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Shader::Shader(Shader::ShaderType shaderType)
{
m_shaderType = shaderType;
switch(shaderType) {
case Vertex:
m_shaderId = glCreateShader(GL_VERTEX_SHADER);
break;
case Fragment:
m_shaderId = glCreateShader(GL_FRAGMENT_SHADER);
break;
}
if(!m_shaderId)
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g_logger.fatal("Unable to create GL shader");
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}
Shader::~Shader()
{
glDeleteShader(m_shaderId);
}
bool Shader::compileSourceCode(const std::string& sourceCode)
{
#ifndef OPENGL_ES
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static const char *qualifierDefines =
"#define lowp\n"
"#define mediump\n"
"#define highp\n";
#else
static const char *qualifierDefines =
"#ifndef GL_FRAGMENT_PRECISION_HIGH\n"
"#define highp mediump\n"
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"#endif\n"
"precision highp float;\n";
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#endif
std::string code = qualifierDefines;
code.append(sourceCode);
const char *c_source = code.c_str();
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glShaderSource(m_shaderId, 1, &c_source, NULL);
glCompileShader(m_shaderId);
int res = GL_FALSE;
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glGetShaderiv(m_shaderId, GL_COMPILE_STATUS, &res);
return (res == GL_TRUE);
}
bool Shader::compileSourceFile(const std::string& sourceFile)
{
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std::string sourceCode = g_resources.loadFile(sourceFile);
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return compileSourceCode(sourceCode);
}
std::string Shader::log()
{
std::string infoLog;
GLint infoLogLength = 0;
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glGetShaderiv(m_shaderId, GL_INFO_LOG_LENGTH, &infoLogLength);
if(infoLogLength > 1) {
std::vector<char> buf(infoLogLength);
glGetShaderInfoLog(m_shaderId, infoLogLength-1, NULL, &buf[0]);
infoLog = &buf[0];
}
return infoLog;
}