// create shader GLuint Shader::create_shader(const std::string &text, unsigned int type) { GLuint shader = glCreateShader(type); if (0 == shader) { std::cerr << "Error: Shader creation failed" << std::endl; } // shader name strings and length const GLchar *shader_sources[1]; GLint shader_sources_lengh[1]; shader_sources[0] = text.c_str(); shader_sources_lengh[0] = text.length(); // compile the shader glShaderSource(shader, 1, shader_sources, shader_sources_lengh); glCompileShader(shader); // check for compile errors check_shader_error(shader, GL_COMPILE_STATUS, false, "Error: Shader " "compilation failed: "); return shader; }
Shader::Shader(const std::string &fname) { // create new shader program m_program = glCreateProgram(); // start creating shaders, could refer by enum if class is matching // two file extensions can be anything, just a convention m_shaders[0] = create_shader(load_shader(fname + ".vs"), GL_VERTEX_SHADER); m_shaders[1] = create_shader(load_shader(fname + ".fs"), GL_FRAGMENT_SHADER); // add all the loaded shaders to program for (unsigned int i = 0; i < NUM_SHADERS; i++) { glAttachShader(m_program, m_shaders[i]); } // point to attribute locations // this is the position field in our Vertex, and that's what we bind to glBindAttribLocation(m_program, 0, "pos"); // also bind the position of the texture coordinate as a shader attribute glBindAttribLocation(m_program, 1, "tex"); // link the shader to program and check for errors glLinkProgram(m_program); check_shader_error(m_program, GL_LINK_STATUS, true, "Error: Program linking failed: "); // make sure program is valid after linking glValidateProgram(m_program); check_shader_error(m_program, GL_LINK_STATUS, true, "Error: Program is invalid: "); // figure out what handle refers to our transformation uniform, since we // called it transform, that's what we look for here m_uniforms[TRANSFORM_U] = glGetUniformLocation(m_program, "transform"); }
GLuint load_shader(GLenum type, char *filename) { GLuint shader; GLint compile_status; char *src; compile_status = GL_TRUE; shader = glCreateShader(type); if (glIsShader(shader) == 0) exit(-1); src = load_file(filename); if (src == NULL) exit(-1); glShaderSource(shader, 1, (const char*const*)&src, NULL); glCompileShader(shader); free(src); if (check_shader_error(shader, compile_status, filename) == 1) { glDeleteShader(shader); exit(-1); } return (shader); }