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path: root/src/glslprogram.cpp
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/* ----------------------------------------------------------------------------
 * glslprogram.cpp
 *
 * Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com> -- MIT License
 * See file LICENSE for more details
 * ----------------------------------------------------------------------------
 */

#include "glslprogram.hpp"

#include <fstream>
#include <stdexcept>
#include <vector>

namespace yage {

GlslProgram::~GlslProgram() {
    // cleanup all the shaders and the program
    if (fragment_shader_id_ != 0) glDeleteShader(fragment_shader_id_);

    if (vertex_shader_id_ != 0) glDeleteShader(vertex_shader_id_);

    if (program_id_ != 0) glDeleteProgram(program_id_);
}

void GlslProgram::compileShader(const GLuint& shader,
                                const std::string& file_path) {
    // get a string with the input from the shader file
    std::ifstream file(file_path);
    if (!file.is_open())
        throw std::runtime_error("Failed to open '" + file_path + "'");

    std::string content = "";
    std::string line;

    while (std::getline(file, line)) content += line + "\n";
    file.close();

    // cast source to a c string to get the address of it and input it for
    // compilation
    const GLchar* vertex_source = (const GLchar*)content.c_str();
    glShaderSource(shader, 1, &vertex_source, nullptr);
    glCompileShader(shader);

    // check if compilation was successful
    GLint is_compiled = 0;
    glGetShaderiv(shader, GL_COMPILE_STATUS, (int*)&is_compiled);

    // if it isn't compiled throw exception to clean up
    if (is_compiled == GL_FALSE) {
        GLint max_length = 0;
        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &max_length);

        std::vector<GLchar> error_log(max_length);
        glGetShaderInfoLog(shader, max_length, &max_length, &error_log[0]);
        std::string error_log_str((const char*)&error_log[0]);

        throw std::runtime_error("Couldn't compile " + file_path + " : " +
                                 error_log_str);
    }
}

void GlslProgram::compileShaders(const std::string& vertex_shader_path,
                                 const std::string& fragment_shader_path) {
    // create the program that will be run on GPU
    program_id_ = glCreateProgram();

    // create vertex shader
    vertex_shader_id_ = glCreateShader(GL_VERTEX_SHADER);
    if (vertex_shader_id_ == 0)
        throw std::runtime_error("Vertex shader failed to be created");

    // create fragment shader
    fragment_shader_id_ = glCreateShader(GL_FRAGMENT_SHADER);
    if (fragment_shader_id_ == 0)
        throw std::runtime_error("Fragment shader failed to be created");

    // compile the two shaders
    compileShader(vertex_shader_id_, vertex_shader_path);
    compileShader(fragment_shader_id_, fragment_shader_path);
}

void GlslProgram::linkShaders() {
    // attach the shaders that we want
    glAttachShader(program_id_, vertex_shader_id_);
    glAttachShader(program_id_, fragment_shader_id_);

    // link our program
    glLinkProgram(program_id_);

    GLint is_linked = 0;
    glGetProgramiv(program_id_, GL_LINK_STATUS, (int*)&is_linked);
    if (is_linked == GL_FALSE) {
        GLint max_length = 0;
        glGetProgramiv(program_id_, GL_INFO_LOG_LENGTH, &max_length);

        std::vector<GLchar> error_log(max_length);
        glGetProgramInfoLog(program_id_, max_length, &max_length,
                            &error_log[0]);

        std::string error_log_str((const char*)&error_log[0]);

        throw std::runtime_error("Could not link program : " + error_log_str);
    }

    // detach shaders after successful link
    glDetachShader(program_id_, fragment_shader_id_);
    glDetachShader(program_id_, vertex_shader_id_);

    // we can then delete the shaders once we have the program
    glDeleteShader(fragment_shader_id_);
    glDeleteShader(vertex_shader_id_);
}

void GlslProgram::addAttribute(const std::string& attribute_name) {
    glBindAttribLocation(program_id_, attribute_index_++,
                         attribute_name.c_str());
}

GLint GlslProgram::getUniformLocation(const std::string& uniform_name) {
    GLint location = glGetUniformLocation(program_id_, uniform_name.c_str());
    if ((GLuint)location == GL_INVALID_INDEX)
        throw std::runtime_error("'" + uniform_name + "' not found");
    return location;
}

void GlslProgram::use() {
    glUseProgram(program_id_);
    for (int i = 0; i < attribute_index_; ++i) glEnableVertexAttribArray(i);
}

void GlslProgram::unuse() {
    for (int i = 0; i < attribute_index_; ++i) glDisableVertexAttribArray(i);
    glUseProgram(0);
}

}  // yage