Example #1
0
//----------------------------------------------------------------------------
ShaderProgramHandle* OpenGLDevice::__CreateProgram(ShaderProgram* program)
{
    GLuint __program = glCreateProgram();
    std::string linkingString("Linking program");

    VertexShader* vShader = program->GetVertexShader();
    if( vShader )
    {
        vShader->CreateDeviceResource(this);
        OpenGLShaderHandle* vsHandle = 
            (OpenGLShaderHandle*)vShader->GetShaderHandle();
        glAttachShader(__program, vsHandle->mShader);
        linkingString += " ";
        linkingString += vShader->GetShaderFileName();
    }

    FragmentShader* fShader = program->GetFragmentShader();
    if( fShader )
    {
        fShader->CreateDeviceResource(this);
        OpenGLShaderHandle* fsHandle =
            (OpenGLShaderHandle*)fShader->GetShaderHandle();
        glAttachShader(__program, fsHandle->mShader);
        linkingString += " ";
        linkingString += fShader->GetShaderFileName();
    }

    GeometryShader* gShader = program->GetGeometryShader();
    if( gShader )
    {
        gShader->CreateDeviceResource(this);
        OpenGLShaderHandle* gsHandle =
            (OpenGLShaderHandle*)gShader->GetShaderHandle();
        glAttachShader(__program, gsHandle->mShader);
        linkingString += " ";
        linkingString += gShader->GetShaderFileName();
    }

    ComputeShader* cShader = program->GetComputeShader();
    if( cShader )
    {
        cShader->CreateDeviceResource(this);
        OpenGLShaderHandle* csHandle =
            (OpenGLShaderHandle*)cShader->GetShaderHandle();
        glAttachShader(__program, csHandle->mShader);
        linkingString += " ";
        linkingString += cShader->GetShaderFileName();
    }

    TessellationControlShader* tcShader = program->GetTessellationControlShader();
    if( tcShader )
    {
        tcShader->CreateDeviceResource(this);
        OpenGLShaderHandle* tcsHandle =
            (OpenGLShaderHandle*)tcShader->GetShaderHandle();
        glAttachShader(__program, tcsHandle->mShader);
        linkingString += " ";
        linkingString += tcShader->GetShaderFileName();
    }

    TessellationEvaluationShader* teShader = program->GetTessellationEvaluationShader();
    if( teShader )
    {
        teShader->CreateDeviceResource(this);
        OpenGLShaderHandle* tesHandle =
            (OpenGLShaderHandle*)teShader->GetShaderHandle();
        glAttachShader(__program, tesHandle->mShader);
        linkingString += " ";
        linkingString += teShader->GetShaderFileName();
    }

    glLinkProgram(__program);
    GLint linked;
    glGetProgramiv(__program, GL_LINK_STATUS, &linked);
    if( !linked )
    {
        GLint iInfoLen = 0;
        glGetProgramiv(__program, GL_INFO_LOG_LENGTH, &iInfoLen);
        if( iInfoLen > 1 )
        {
            char* acInfoLog = new char[iInfoLen];
            glGetProgramInfoLog(__program, iInfoLen, 0, acInfoLog);
            linkingString += " failed";

            Terminal::Output(Terminal::OC_Error, "%s\n%s\n", 
                linkingString.c_str(), acInfoLog);
            delete[] acInfoLog;
        }

        RTGI_ASSERT(false);
        return 0;
    }

#ifdef RTGI_OUTPUT_SHADER_RESOURCE_LOADING
    linkingString += " finished";
    Terminal::Output(Terminal::OC_Success, "%s\n", linkingString.c_str());
#endif

    OPENGL_DEVICE_CHECK_ERROR;

    OpenGLShaderProgramHandle* programHandle = new OpenGLShaderProgramHandle();
    programHandle->Device = this;
    programHandle->mProgram = __program;
    return programHandle;
}