Files
unease/engine/render/shader.cpp
2025-03-09 04:50:41 +03:00

93 lines
1.9 KiB
C++

#include <assert.h>
#include "utils/logger.h"
#include "render/shader.h"
#include "filesystem/filemanager.h"
#include "filesystem/stream.h"
GLuint CreateShader(GLenum shaderType, const char* filename)
{
StreamBase* stream = g_fileManager->OpenStream( filename, FileAccess_Read );
if ( !stream )
{
LogMsg( "CreateShader: failed to open file %s", filename );
assert( 0 );
}
stream->Seek( Seek_End, 0 );
size_t length = stream->Tell();
stream->Seek( Seek_Begin, 0 );
std::string content;
content.resize( length + 1 );
stream->Read( (void*)content.data(), length );
content[length] = '\0';
const char* contentCStr = content.c_str();
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &contentCStr, NULL);
glCompileShader(shader);
int success;
char infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
LogMsg("Failed to compile shader %s\n%s", filename, infoLog);
}
LogMsg("created shader from file %s", filename);
return shader;
}
Shader::Shader() :
m_name(NULL),
m_stride(0),
m_layout_count(0)
{
}
Shader::~Shader()
{
if (m_name)
free( (void*)m_name );
Destroy();
}
void Shader::Create(const char* name, const char* vsfilepath, const char* psfilepath)
{
//m_name = strdup( name );
GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, vsfilepath);
GLuint fragmentShader = CreateShader(GL_FRAGMENT_SHADER, psfilepath);
m_program = glCreateProgram();
glAttachShader(m_program, vertexShader);
glAttachShader(m_program, fragmentShader);
AllocateAttributes();
glLinkProgram(m_program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
int success;
char infoLog[512];
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(m_program, 512, NULL, infoLog);
LogMsg("Failed to link program %s", infoLog);
}
}
void Shader::Destroy()
{
glDeleteProgram(m_program);
}