| // | |
| // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| #include "shader_utils.h" | |
| #include <vector> | |
| #include <iostream> | |
| #include <fstream> | |
| static std::string ReadFileToString(const std::string &source) | |
| { | |
| std::ifstream stream(source); | |
| if (!stream) | |
| { | |
| std::cerr << "Failed to load shader file: " << source; | |
| return ""; | |
| } | |
| std::string result; | |
| stream.seekg(0, std::ios::end); | |
| result.reserve(static_cast<unsigned int>(stream.tellg())); | |
| stream.seekg(0, std::ios::beg); | |
| result.assign((std::istreambuf_iterator<char>(stream)), std::istreambuf_iterator<char>()); | |
| return result; | |
| } | |
| GLuint CompileShader(GLenum type, const std::string &source) | |
| { | |
| GLuint shader = glCreateShader(type); | |
| const char *sourceArray[1] = { source.c_str() }; | |
| glShaderSource(shader, 1, sourceArray, NULL); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| if (compileResult == 0) | |
| { | |
| GLint infoLogLength; | |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); | |
| std::vector<GLchar> infoLog(infoLogLength); | |
| glGetShaderInfoLog(shader, infoLog.size(), NULL, &infoLog[0]); | |
| std::cerr << "shader compilation failed: " << &infoLog[0]; | |
| glDeleteShader(shader); | |
| shader = 0; | |
| } | |
| return shader; | |
| } | |
| GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath) | |
| { | |
| std::string source = ReadFileToString(sourcePath); | |
| if (source.empty()) | |
| { | |
| return 0; | |
| } | |
| return CompileShader(type, source); | |
| } | |
| GLuint CompileProgram(const std::string &vsSource, const std::string &fsSource) | |
| { | |
| GLuint program = glCreateProgram(); | |
| GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource); | |
| GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource); | |
| if (vs == 0 || fs == 0) | |
| { | |
| glDeleteShader(fs); | |
| glDeleteShader(vs); | |
| glDeleteProgram(program); | |
| return 0; | |
| } | |
| glAttachShader(program, vs); | |
| glDeleteShader(vs); | |
| glAttachShader(program, fs); | |
| glDeleteShader(fs); | |
| glLinkProgram(program); | |
| GLint linkStatus; | |
| glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); | |
| if (linkStatus == 0) | |
| { | |
| GLint infoLogLength; | |
| glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength); | |
| std::vector<GLchar> infoLog(infoLogLength); | |
| glGetProgramInfoLog(program, infoLog.size(), NULL, &infoLog[0]); | |
| std::cerr << "program link failed: " << &infoLog[0]; | |
| glDeleteProgram(program); | |
| return 0; | |
| } | |
| return program; | |
| } | |
| GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath) | |
| { | |
| std::string vsSource = ReadFileToString(vsPath); | |
| std::string fsSource = ReadFileToString(fsPath); | |
| if (vsSource.empty() || fsSource.empty()) | |
| { | |
| return 0; | |
| } | |
| return CompileProgram(vsSource, fsSource); | |
| } |