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Copy pathShader.cpp
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128 lines (118 loc) · 2.64 KB
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Copy pathShader.cpp
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128 lines (118 loc) · 2.64 KB
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#include "Shader.h"
// Çàãðóçêà øåéäåðà èç ôàéëà è êîìïèëÿöèÿ
bool Shader::Load(unsigned int shader, string FileName)
{
// Âåêòîð ñòðîê
vector <char *> v;
// Ñþäà áóäóò ÷èòàòüñÿ ñòðîêè
char *buf;
// Ìàññèâ ñòðîê äëÿ ïåðåäà÷è
char **str;
// Êîä îøèáêè
int error=0;
// Ôàéë øåéäåðà
ifstream ShaderF(FileName.c_str(), ios::in|ios::binary);
WriteLogF(" Loading shader \"%s\"...", FileName.c_str());
// Ôàéë ñóùåñòâóåò
if (ShaderF!=NULL)
{
v.clear();
// Çàãðóçêà ñòðîê èç ôàéëà
WriteLogF(" Loading...");
while(ShaderF.good())
{
buf = new char[1024];
ShaderF.getline(buf, 1024);
buf[strlen(buf)+1]='\0';
buf[strlen(buf)]='\n';
v.push_back(buf);
}
// Ñîçäàíèå ìàññèâà ñòðîê
str = new char*[v.size()];
for (unsigned int i=0;i<v.size();i++)
str[i]=v[i];
// Êîìïèëÿöèÿ øåéäåðà
WriteLogF(" Compiling...");
glShaderSource(shader, v.size(), (const char**)str, 0);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &error);
// Î÷èñòêà ïàìÿòè
for (unsigned int i=0;i<v.size();i++)
delete[] v[i];
// Ïðîâåðêà îøèáîê
if (error==GL_FALSE)
{
GLsizei count;
char errtext[1024];
glGetShaderInfoLog(shader, 1024, &count, errtext);
WriteLogF(" Compilation failed! Errors:\n%s", errtext);
}
else
{
WriteLogF(" Shader successfully loaded");
ShaderF.close();
return true;
}
}
else
WriteLogF(" Error: file not exists");
ShaderF.close();
return false;
}
// Çàãðóçêà øåéäåðà
void Shader::LoadShader(string Name)
{
// Êîä îøèáêè
int error=0;
VShader=glCreateShader(GL_VERTEX_SHADER);
FShader=glCreateShader(GL_FRAGMENT_SHADER);
PShader=glCreateProgram();
WriteLogF("Loading shader program \"%s\"...", Name.c_str());
Loaded=false;
// Çàãðóçêà ÂØ è ÔØ
if (Load(VShader, ProgPath+"Shaders\\"+Name+".vsh") && Load(FShader, ProgPath+"Shaders\\"+Name+".fsh"))
{
// Ïðèñîåäèíåíèå øåéäåðîâ
glAttachShader(PShader, VShader);
glAttachShader(PShader, FShader);
// Ëèíêîâêà
glLinkProgram(PShader);
glGetProgramiv(PShader, GL_LINK_STATUS, &error);
if (error==GL_FALSE)
{
GLsizei count;
char errtext[1024];
glGetProgramInfoLog(PShader, 1024, &count, errtext);
WriteLogF(" Link failed! Errors:\n%s", errtext);
}
else
{
WriteLogF(" Shader program successfully loaded");
Loaded=true;
}
}
}
// Àêòèâàöèÿ øåéäåðà
void Shader::Activate()
{
if (Loaded)
glUseProgram(PShader);
else
glUseProgram(0);
}
// Äåàêòèâàöèÿ øåéäåðà
void Shader::Deactivate()
{
glUseProgram(0);
}
Shader::Shader(void)
{
Loaded = false;
}
Shader::~Shader(void)
{
// Óäàëåíèå øåéäåðîâ
glDeleteProgram(PShader);
glDeleteShader(VShader);
glDeleteShader(FShader);
}