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myshader.h
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//////////////////////////////////////////////////////////////////////////////
//
// --- LoadShaders.h ---
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __LOAD_SHADERS_H__
#define __LOAD_SHADERS_H__
#include <GL/gl.h>
#include <iostream>
#include <cstdlib>
#include <cstdio>
#include <cstring>
#define GLEW_STATIC
#include <GL/glew.h>
#ifdef __cplusplus
extern "C" {
#endif // __cplusplus
//----------------------------------------------------------------------------
//
// LoadShaders() takes an array of ShaderFile structures, each of which
// contains the type of the shader, and a pointer a C-style character
// string (i.e., a NULL-terminated array of characters) containing the
// entire shader source.
//
// The array of structures is terminated by a final Shader with the
// "type" field set to GL_NONE.
//
// LoadShaders() returns the shader program value (as returned by
// glCreateProgram()) on success, or zero on failure.
//
typedef struct {
GLenum type;
const char* filename;
GLuint shader;
} ShaderInfo;
GLuint BuildShaders( ShaderInfo* );
//----------------------------------------------------------------------------
static const GLchar*
ReadShader( const char* filename )
{
#ifdef WIN32
FILE* infile;
fopen_s( &infile, filename, "rb" );
#else
FILE* infile = fopen( filename, "rb" );
#endif // WIN32
if ( !infile ) {
#ifdef _DEBUG
std::cerr << "Unable to open file '" << filename << "'" << std::endl;
#endif // DEBUG
return NULL;
}
fseek( infile, 0, SEEK_END );
int len = ftell( infile );
fseek( infile, 0, SEEK_SET );
GLchar* source = new GLchar[len+1];
fread( source, 1, len, infile );
fclose( infile );
source[len] = 0;
return const_cast<const GLchar*>(source);
}
//---------------------------------------------------------------------------------------
GLuint
BuildShaders( ShaderInfo* shaders )
{
if ( shaders == NULL ) { return 0; }
GLuint program = glCreateProgram();
ShaderInfo* entry = shaders;
while ( entry->type != GL_NONE ) {
GLuint shader = glCreateShader( entry->type );
entry->shader = shader;
const GLchar* source = ReadShader( entry->filename );
if ( source == NULL ) {
for ( entry = shaders; entry->type != GL_NONE; ++entry ) {
glDeleteShader( entry->shader );
entry->shader = 0;
}
return 0;
}
glShaderSource( shader, 1, &source, NULL );
delete [] source;
glCompileShader( shader );
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled ) {
#ifdef _DEBUG
GLsizei len;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &len );
GLchar* log = new GLchar[len+1];
glGetShaderInfoLog( shader, len, &len, log );
std::cerr << "Shader compilation failed: " << log << std::endl;
delete [] log;
#endif /* DEBUG */
return 0;
}
glAttachShader( program, shader );
++entry;
}
#ifdef GL_VERSION_4_1
if ( GLEW_VERSION_4_1 ) {
// glProgramParameteri( program, GL_PROGRAM_SEPARABLE, GL_TRUE );
}
#endif /* GL_VERSION_4_1 */
glLinkProgram( program );
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked ) {
#ifdef _DEBUG
GLsizei len;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &len );
GLchar* log = new GLchar[len+1];
glGetProgramInfoLog( program, len, &len, log );
std::cerr << "Shader linking failed: " << log << std::endl;
delete [] log;
#endif /* DEBUG */
for ( entry = shaders; entry->type != GL_NONE; ++entry ) {
glDeleteShader( entry->shader );
entry->shader = 0;
}
return 0;
}
return program;
}
//-------------------------------------------------------------------------------------------------
#ifdef __cplusplus
};
#endif // __cplusplus
#endif // __LOAD_SHADERS_H__