#include // strlen #include #include #include #include "RenderModule.h" #include "RenderUtils.h" #include "Globals.h" using namespace SimpleMath; RenderProgram::~RenderProgram() { if (mProgramId > 0) glDeleteProgram(mProgramId); } bool RenderProgram::Load() { // Create the shaders GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); // Read the Vertex Shader code from the file std::string VertexShaderCode; std::ifstream VertexShaderStream(mVertexShaderFilename.c_str(), std::ios::in); if(VertexShaderStream.is_open()){ std::stringstream sstr; sstr << VertexShaderStream.rdbuf(); VertexShaderCode = sstr.str(); VertexShaderStream.close(); }else{ gLog("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", mVertexShaderFilename.c_str()); getchar(); return false; } // Read the Fragment Shader code from the file std::string FragmentShaderCode; std::ifstream FragmentShaderStream(mFragmentShaderFilename.c_str(), std::ios::in); if(FragmentShaderStream.is_open()){ std::stringstream sstr; sstr << FragmentShaderStream.rdbuf(); FragmentShaderCode = sstr.str(); FragmentShaderStream.close(); } GLint Result = GL_FALSE; int InfoLogLength; // Compile Vertex Shader gLog("Compiling shader : %s\n", mVertexShaderFilename.c_str()); char const * VertexSourcePointer = VertexShaderCode.c_str(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glCompileShader(VertexShaderID); // Check Vertex Shader glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector VertexShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); gLog("%s\n", &VertexShaderErrorMessage[0]); } // Compile Fragment Shader gLog("Compiling shader : %s\n", mFragmentShaderFilename.c_str()); char const * FragmentSourcePointer = FragmentShaderCode.c_str(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glCompileShader(FragmentShaderID); // Check Fragment Shader glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector FragmentShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); gLog("%s\n", &FragmentShaderErrorMessage[0]); } // Link the program gLog("Linking program\n"); GLuint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID); glLinkProgram(ProgramID); // Check the program glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector ProgramErrorMessage(InfoLogLength+1); glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); gLog("%s\n", &ProgramErrorMessage[0]); } glDetachShader(ProgramID, VertexShaderID); glDetachShader(ProgramID, FragmentShaderID); glDeleteShader(VertexShaderID); glDeleteShader(FragmentShaderID); mProgramId = ProgramID; return true; }