/* * Copyright (c) 2020 - 2022 Samsung Electronics Co., Ltd. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "tvgGlShader.h" /************************************************************************/ /* External Class Implementation */ /************************************************************************/ shared_ptr GlShader::gen(const char* vertSrc, const char* fragSrc) { shared_ptr shader = make_shared(); shader->createShader(vertSrc, fragSrc); return shader; } GlShader::~GlShader() { glDeleteShader(mVtShader); glDeleteShader(mFrShader); } uint32_t GlShader::getVertexShader() { return mVtShader; } uint32_t GlShader::getFragmentShader() { return mFrShader; } void GlShader::createShader(const char* vertSrc, const char* fragSrc) { mVtShader = complileShader(GL_VERTEX_SHADER, const_cast(vertSrc)); mFrShader = complileShader(GL_FRAGMENT_SHADER, const_cast(fragSrc)); } uint32_t GlShader::complileShader(uint32_t type, char* shaderSrc) { GLuint shader; GLint compiled; // Create the shader object shader = glCreateShader(type); // Load the shader source glShaderSource(shader, 1, &shaderSrc, NULL); // Compile the shader glCompileShader(shader); // Check the compile status glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 0) { auto infoLog = static_cast(malloc(sizeof(char)*infoLen)); glGetShaderInfoLog(shader, infoLen, NULL, infoLog); TVGERR("GL_ENGINE", "Error compiling shader: %s", infoLog); delete[] infoLog; } glDeleteShader(shader); } return shader; }