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modelviewer-location-libretro/engine/shader.cpp
T

142 lines
3.6 KiB
C++

/*
* Modelviewer Tech demo
* Copyright (C) 2013 - Hans-Kristian Arntzen
* Copyright (C) 2013 - Daniel De Matteis
*
* InstancingViewer is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* InstancingViewer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with InstancingViewer.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "shader.hpp"
#include <vector>
namespace GL
{
Shader::Shader(const std::string& vertex_src, const std::string& fragment_src)
{
prog = SYM(glCreateProgram)();
GLuint vertex = compile_shader(GL_VERTEX_SHADER, vertex_src);
GLuint frag = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
if (vertex)
SYM(glAttachShader)(prog, vertex);
if (frag)
SYM(glAttachShader)(prog, frag);
SYM(glLinkProgram)(prog);
GLint status = 0;
SYM(glGetProgramiv)(prog, GL_LINK_STATUS, &status);
if (!status)
{
GLint len = 0;
SYM(glGetProgramiv)(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0)
{
std::vector<char> buf(len + 1);
GLsizei out_len;
SYM(glGetProgramInfoLog)(prog, len, &out_len, &buf[0]);
if (log_cb)
log_cb(RETRO_LOG_ERROR, "Link error: %s\n", &buf[0]);
}
}
}
GLuint Shader::compile_shader(GLenum type, const std::string& source)
{
GLuint shader = SYM(glCreateShader)(type);
const char* src = source.c_str();
SYM(glShaderSource)(shader, 1, &src, NULL);
SYM(glCompileShader)(shader);
GLint status = 0;
SYM(glGetShaderiv)(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
GLint len = 0;
SYM(glGetShaderiv)(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0)
{
std::vector<char> buf(len + 1);
GLsizei out_len;
SYM(glGetShaderInfoLog)(shader, len, &out_len, &buf[0]);
if (log_cb)
log_cb(RETRO_LOG_ERROR, "Shader error: %s\n", &buf[0]);
}
SYM(glDeleteShader)(shader);
return 0;
}
return shader;
}
Shader::~Shader()
{
if (dead_state)
return;
GLsizei count;
GLuint shaders[2];
SYM(glGetAttachedShaders)(prog, 2, &count, shaders);
for (GLsizei i = 0; i < count; i++)
{
SYM(glDetachShader)(prog, shaders[i]);
SYM(glDeleteShader)(shaders[i]);
}
SYM(glDeleteProgram)(prog);
}
void Shader::use()
{
SYM(glUseProgram)(prog);
}
void Shader::unbind()
{
SYM(glUseProgram)(0);
}
GLint Shader::uniform(const char* sym)
{
GLint ret = -1;
std::map<std::string, GLint>::iterator itr = map.find(sym);
if (itr == map.end())
map[sym] = ret = SYM(glGetUniformLocation)(prog, sym);
else
ret = itr->second;
return ret;
}
GLint Shader::attrib(const char* sym)
{
GLint ret = -1;
std::map<std::string, GLint>::iterator itr = map.find(sym);
if (itr == map.end())
map[sym] = ret = SYM(glGetAttribLocation)(prog, sym);
else
ret = itr->second;
return ret;
}
}