//--------------------------------------------------------------
bool ofShader::setupShaderFromSource(GLenum type, string source) {
	// create program if it doesn't exist already
	checkAndCreateProgram();

	
	// create shader
	GLuint shader = glCreateShader(type);
	if(shader == 0) {
		ofLog(OF_LOG_ERROR, "Failed creating shader of type " + nameForType(type));
		return false;
	}
	
	// compile shader
	const char* sptr = source.c_str();
	int ssize = source.size();
	glShaderSource(shader, 1, &sptr, &ssize);
	glCompileShader(shader);
	
	// check compile status
	GLint status = GL_FALSE;
	glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
	if(status == GL_TRUE)
		ofLog(OF_LOG_VERBOSE, nameForType(type) + " shader compiled.");
	
	else if (status == GL_FALSE) {
		ofLog(OF_LOG_ERROR, nameForType(type) + " shader failed to compile");
		checkShaderInfoLog(shader, type);
		return false;
	}
	
	shaders[type] = shader;
	retainShader(shader);

	return true;
}
Example #2
0
//--------------------------------------------------------------
bool ofShader::setupShaderFromSource(GLenum type, string source, string sourceDirectoryPath) {
    unload();

    // create program if it doesn't exist already
    checkAndCreateProgram();
    GLuint clearErrors = glGetError(); //needed for some users to clear gl errors
    if( clearErrors != GL_NO_ERROR ) {
        ofLogVerbose("ofShader") << "setupShaderFromSource(): OpenGL error after checkAndCreateProgram() (probably harmless): error " << clearErrors;
    }

    // create shader
    GLuint shader = glCreateShader(type);
    if(shader == 0) {
        ofLogError("ofShader") << "setupShaderFromSource(): failed creating " << nameForType(type) << " shader";
        return false;
    }

    // parse for includes
    string src = parseForIncludes( source , sourceDirectoryPath);

    // store source code (that's the expanded source with all includes copied in)
    shaderSource[type] = src;

    // compile shader
    const char* sptr = src.c_str();
    int ssize = src.size();
    glShaderSource(shader, 1, &sptr, &ssize);
    glCompileShader(shader);

    // check compile status
    GLint status = GL_FALSE;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
    GLuint err = glGetError();
    if (err != GL_NO_ERROR) {
        ofLogError("ofShader") << "setupShaderFromSource(): OpenGL generated error " << err << " trying to get the compile status for a " << nameForType(type) << " shader, does your video card support this?";
        return false;
    }

    if(status == GL_TRUE) {
        ofLogVerbose("ofShader") << "setupShaderFromSource(): " << nameForType(type) + " shader compiled";
#ifdef TARGET_EMSCRIPTEN
        checkShaderInfoLog(shader, type, OF_LOG_VERBOSE);
#else
        checkShaderInfoLog(shader, type, OF_LOG_WARNING);
#endif
    } else if (status == GL_FALSE) {
        ofLogError("ofShader") << "setupShaderFromSource(): " << nameForType(type) + " shader failed to compile";
        checkShaderInfoLog(shader, type, OF_LOG_ERROR);
        return false;
    }

    shaders[type] = shader;
    retainShader(shader);

    return true;
}
Example #3
0
//--------------------------------------------------------------
ofShader::ofShader(const ofShader & mom) :
program(mom.program),
bLoaded(mom.bLoaded),
shaders(mom.shaders){
	if(mom.bLoaded){
		retainProgram(program);
		for(unordered_map<GLenum, GLuint>::const_iterator it = shaders.begin(); it != shaders.end(); ++it){
			GLuint shader = it->second;
			retainShader(shader);
		}
	}
}
Example #4
0
//--------------------------------------------------------------
ofShader & ofShader::operator=(const ofShader & mom){
    if(this == &mom) {
        return *this;
    }
	if(bLoaded){
		unload();
	}
	program = mom.program;
	bLoaded = mom.bLoaded;
	shaders = mom.shaders;
	if(mom.bLoaded){
		retainProgram(program);
		for(unordered_map<GLenum, GLuint>::const_iterator it = shaders.begin(); it != shaders.end(); ++it){
			GLuint shader = it->second;
			retainShader(shader);
		}
	}
	return *this;
}