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csce441pine64backup/L00/src/Program.cpp
2017-02-17 17:32:44 -06:00

126 lines
2.5 KiB
C++

#include "Program.h"
#include <iostream>
#include <cassert>
#include "GLSL.h"
using namespace std;
Program::Program() :
vShaderName(""),
fShaderName(""),
pid(0),
verbose(true)
{
}
Program::~Program()
{
}
void Program::setShaderNames(const string &v, const string &f)
{
vShaderName = v;
fShaderName = f;
}
bool Program::init()
{
GLint rc;
// Create shader handles
GLuint VS = glCreateShader(GL_VERTEX_SHADER);
GLuint FS = glCreateShader(GL_FRAGMENT_SHADER);
// Read shader sources
const char *vshader = GLSL::textFileRead(vShaderName.c_str());
const char *fshader = GLSL::textFileRead(fShaderName.c_str());
glShaderSource(VS, 1, &vshader, NULL);
glShaderSource(FS, 1, &fshader, NULL);
// Compile vertex shader
glCompileShader(VS);
glGetShaderiv(VS, GL_COMPILE_STATUS, &rc);
if(!rc) {
if(isVerbose()) {
GLSL::printShaderInfoLog(VS);
cout << "Error compiling vertex shader " << vShaderName << endl;
}
return false;
}
// Compile fragment shader
glCompileShader(FS);
glGetShaderiv(FS, GL_COMPILE_STATUS, &rc);
if(!rc) {
if(isVerbose()) {
GLSL::printShaderInfoLog(FS);
cout << "Error compiling fragment shader " << fShaderName << endl;
}
return false;
}
// Create the program and link
pid = glCreateProgram();
glAttachShader(pid, VS);
glAttachShader(pid, FS);
glLinkProgram(pid);
glGetProgramiv(pid, GL_LINK_STATUS, &rc);
if(!rc) {
if(isVerbose()) {
GLSL::printProgramInfoLog(pid);
cout << "Error linking shaders " << vShaderName << " and " << fShaderName << endl;
}
return false;
}
GLSL::checkError(GET_FILE_LINE);
return true;
}
void Program::bind()
{
glUseProgram(pid);
}
void Program::unbind()
{
glUseProgram(0);
}
void Program::addAttribute(const string &name)
{
attributes[name] = glGetAttribLocation(pid, name.c_str());
}
void Program::addUniform(const string &name)
{
uniforms[name] = glGetUniformLocation(pid, name.c_str());
}
GLint Program::getAttribute(const string &name) const
{
map<string,GLint>::const_iterator attribute = attributes.find(name.c_str());
if(attribute == attributes.end()) {
if(isVerbose()) {
cout << name << " is not an attribute variable" << endl;
}
return -1;
}
return attribute->second;
}
GLint Program::getUniform(const string &name) const
{
map<string,GLint>::const_iterator uniform = uniforms.find(name.c_str());
if(uniform == uniforms.end()) {
if(isVerbose()) {
cout << name << " is not a uniform variable" << endl;
}
return -1;
}
return uniform->second;
}