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eShader.cpp
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//
// Book: OpenGL(R) ES 2.0 Programming Guide
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10: 0321502795
// ISBN-13: 9780321502797
// Publisher: Addison-Wesley Professional
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
//
// ESShader.c
//
// Utility functions for loading shaders and creating program objects.
//
//
// Includes
//
#include "eUtil.h"
#include "Misc.h"
#include <stdlib.h>
#include <iostream>
#include <fstream>
//#include <sstream>
using namespace std;
///=================================================================================================================================
///
/// Loads all the shader objects.
///
/// \param fileName is the name for the file where we get objects
/// \param stateHandle is the ES handle to different types of shaders
///
/// \return bool saying whether we passed or failed
//=================================================================================================================================
GLuint eLoadShader ( GLenum type,TCHAR* filename ) //;bool eLoadShaderObject( GLenum type,const char* filename)
{
char* source = NULL;
GLuint shaderHandle;
// GLint compiled;
{
// Use file io to load the code of the shader.
std::ifstream fp( filename , ios_base::binary );
if( fp.fail() )
{
cout << "Failed to open shader file: ";
cout << filename << endl;
return false;
}
fp.seekg( 0, std::ios_base::end );
const long len = fp.tellg();
fp.seekg( 0, std::ios_base::beg );
// The +1 is optional, depending on how you call glShaderSourceARB
source = new char[len+1];
fp.read(source, sizeof(char)*len);
source[len] = NULL;
fp.close();
}
const char* gls[1] = { source };
//printf("gls=%s\n",source);
// Create the shader object
shaderHandle = glCreateShader ( type );
if ( shaderHandle == 0 )
return 0;
// Pass our sources to OpenGL. Our sources are NULL terminated, so pass NULL for the lenghts.
glShaderSource( shaderHandle, 1, gls, NULL );
// OpenGL made a copy. Do not need the source anymore.
delete[] source;
source = 0;
// Compile that one object.
glCompileShader(shaderHandle);
// Check for compilation success
GLint compilationResult = 0;
glGetShaderiv( shaderHandle, GL_COMPILE_STATUS, &compilationResult );
// current implementation always succeeds.
// The error will happen at link time.
if ( compilationResult == 0 )
{
GLint infoLen = 0;
glGetShaderiv ( shaderHandle, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char* infoLog = (char*)malloc (sizeof(char) * infoLen );
glGetShaderInfoLog ( shaderHandle, infoLen, NULL, infoLog );
eLogMessage ( "Error compiling shader:\n%s\n", infoLog );
free ( infoLog );
}
glDeleteShader ( shaderHandle );
return 0;
}
return shaderHandle;
}
//
///
/// \brief Load a vertex and fragment shader, create a program object, link program.
// Errors output to log.
/// \param vertShaderSrc Vertex shader source code
/// \param fragShaderSrc Fragment shader source code
/// \return A new program object linked with the vertex/fragment shader pair, 0 on failure
//
GLuint eLoadProgram ( TCHAR *vertShaderSrcFName, TCHAR *fragShaderSrcFName )
{
GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLint linked;
// Load the vertex/fragment shaders
vertexShader = eLoadShader ( GL_VERTEX_SHADER, vertShaderSrcFName);
if ( vertexShader == 0 )
return 0;
fragmentShader = eLoadShader ( GL_FRAGMENT_SHADER, fragShaderSrcFName );
if ( fragmentShader == 0 )
{
glDeleteShader( vertexShader );
return 0;
}
// Create the program object
programObject = glCreateProgram ( );
if ( programObject == 0 )
return 0;
glAttachShader ( programObject, vertexShader );
glAttachShader ( programObject, fragmentShader );
glBindAttribLocation(programObject, 0, "a_position");
glBindAttribLocation(programObject, 1, "a_texCoord");
// Link the program
glLinkProgram ( programObject );
// Check the link status
glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
if ( !linked )
{
GLint infoLen = 0;
glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char* infoLog =(char*) malloc (sizeof(char) * infoLen );
glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
eLogMessage ( "Error linking program:\n%s\n", infoLog );
free ( infoLog );
}
glDeleteProgram ( programObject );
return 0;
}
GLint numActiveAttribs = 0;
GLint isize; GLenum itype;
char **attrib_name=NULL;
glGetProgramiv ( programObject, GL_ACTIVE_ATTRIBUTES, &numActiveAttribs );
int t[10];
attrib_name=(char **)calloc(numActiveAttribs,sizeof(char *));
for(int i=0;i<numActiveAttribs; i++)
{
attrib_name[i]=new char[50];
glGetActiveAttrib(programObject,i,50,NULL,&isize,&itype,attrib_name[i]);
t[i]= glGetAttribLocation(programObject,attrib_name[i]);
printf("attrib_name=%s,t[%d]=%d\n",attrib_name[i],i,t[i]);
if(attrib_name)
delete attrib_name[i];
}
free(attrib_name);
printf("eShader::numActiveAttribs=%d\n", numActiveAttribs);
// Free up no longer needed shader resources
glDeleteShader ( vertexShader );
glDeleteShader ( fragmentShader );
return programObject;
}