/* * Copyright (c) 2010-2012 OTClient * * 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" #include "graphics.h" #include #include 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) g_logger.fatal("Unable to create GL shader"); } Shader::~Shader() { assert(!g_app.isTermianted()); if(g_graphics.ok()) glDeleteShader(m_shaderId); } bool Shader::compileSourceCode(const std::string& sourceCode) { #ifndef OPENGL_ES 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" "#endif\n" "precision highp float;\n"; #endif std::string code = qualifierDefines; code.append(sourceCode); const char *c_source = code.c_str(); glShaderSource(m_shaderId, 1, &c_source, NULL); glCompileShader(m_shaderId); int res = GL_FALSE; glGetShaderiv(m_shaderId, GL_COMPILE_STATUS, &res); return (res == GL_TRUE); } bool Shader::compileSourceFile(const std::string& sourceFile) { try { std::string sourceCode = g_resources.loadFile(sourceFile); return compileSourceCode(sourceCode); } catch(stdext::exception& e) { g_logger.error(stdext::format("unable to load shader source form file: %s", sourceFile)); } return false; } std::string Shader::log() { std::string infoLog; GLint infoLogLength = 0; glGetShaderiv(m_shaderId, GL_INFO_LOG_LENGTH, &infoLogLength); if(infoLogLength > 1) { std::vector buf(infoLogLength); glGetShaderInfoLog(m_shaderId, infoLogLength-1, NULL, &buf[0]); infoLog = &buf[0]; } return infoLog; }