rcpp_framework/rendering/opengl/shader.cpp

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#include "shader.h"
#include <stdio.h>
#include <vector>
Shader *Shader::current_shader = nullptr;
bool Shader::bind() {
if (current_shader != this) {
glUseProgram(program);
current_shader = this;
return true;
}
return false;
}
void Shader::unbind() {
if (current_shader == this) {
glUseProgram(0);
}
}
void Shader::compile() {
program = glCreateProgram();
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
const GLchar **vertex_shader_source = get_vertex_shader_source();
glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
glCompileShader(vertex_shader);
GLint shader_compiled = GL_FALSE;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_compiled);
if (shader_compiled != GL_TRUE) {
print_shader_errors(vertex_shader, "compiling Vertex Shader");
return;
}
glAttachShader(program, vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar **fragment_shader_source = get_fragment_shader_source();
glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
glCompileShader(fragment_shader);
GLint fragment_shader_compiled = GL_FALSE;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &fragment_shader_compiled);
if (fragment_shader_compiled != GL_TRUE) {
print_shader_errors(fragment_shader, "compiling Fragment Shader");
return;
}
glAttachShader(program, fragment_shader);
glBindAttribLocation(program, ATTRIBUTE_POSITION, "a_position");
glBindAttribLocation(program, ATTRIBUTE_NORMAL, "a_normal");
glBindAttribLocation(program, ATTRIBUTE_COLOR, "a_color");
glBindAttribLocation(program, ATTRIBUTE_UV, "a_uv");
glLinkProgram(program);
GLint program_success = GL_TRUE;
glGetProgramiv(program, GL_LINK_STATUS, &program_success);
if (program_success != GL_TRUE) {
print_program_errors(program);
return;
}
}
void Shader::destroy() {
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(program);
}
const GLchar **Shader::get_vertex_shader_source() {
return vertex_shader_source;
}
void Shader::set_vertex_shader_source(const GLchar **source) {
vertex_shader_source = source;
}
const GLchar **Shader::get_fragment_shader_source() {
return fragment_shader_source;
}
void Shader::set_fragment_shader_source(const GLchar **source) {
fragment_shader_source = source;
}
void Shader::print_shader_errors(const GLuint p_program, const char *name) {
int max_length = 5000;
std::vector<GLchar> error_log(max_length);
glGetShaderInfoLog(p_program, max_length, &max_length, &error_log[0]);
printf("Error %s!\n", name);
printf("%s\n", &error_log[0]);
}
void Shader::print_program_errors(const GLuint p_program) {
if (glIsProgram(p_program)) {
int info_length = 0;
int max_length = 5000;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_length);
char *info_log = new char[max_length];
glGetProgramInfoLog(p_program, max_length, &info_length, info_log);
if (info_length > 0) {
printf("%s\n", info_log);
}
delete[] info_log;
} else {
printf("print_program_errors: Not a program!");
}
}
Shader::Shader() {
}
Shader::~Shader() {
destroy();
}
//Meyers singleton
//Thread safe
ShaderCache *ShaderCache::get_singleton() {
static ShaderCache instance;
return &instance;
}
Shader *ShaderCache::get_shader(const int id) {
return shaders[id];
}
void ShaderCache::add_shader(const int id, Shader *shader) {
shaders[id] = shader;
}
ShaderCache::ShaderCache() {
}
ShaderCache::~ShaderCache() {
for (const std::pair<int, Shader*>& n : shaders) {
delete n.second;
}
shaders.clear();
}