mirror of
https://github.com/thorvg/thorvg.git
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97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
/*
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* Copyright (c) 2020 - 2023 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgGlShader.h"
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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shared_ptr<GlShader> GlShader::gen(const char* vertSrc, const char* fragSrc)
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{
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shared_ptr<GlShader> shader = make_shared<GlShader>();
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shader->createShader(vertSrc, fragSrc);
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return shader;
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}
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GlShader::~GlShader()
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{
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glDeleteShader(mVtShader);
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glDeleteShader(mFrShader);
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}
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uint32_t GlShader::getVertexShader()
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{
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return mVtShader;
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}
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uint32_t GlShader::getFragmentShader()
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{
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return mFrShader;
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}
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void GlShader::createShader(const char* vertSrc, const char* fragSrc)
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{
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mVtShader = complileShader(GL_VERTEX_SHADER, const_cast<char*>(vertSrc));
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mFrShader = complileShader(GL_FRAGMENT_SHADER, const_cast<char*>(fragSrc));
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}
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uint32_t GlShader::complileShader(uint32_t type, char* shaderSrc)
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{
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GLuint shader;
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GLint compiled;
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// Create the shader object
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shader = glCreateShader(type);
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// Load the shader source
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glShaderSource(shader, 1, &shaderSrc, NULL);
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// Compile the shader
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glCompileShader(shader);
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// Check the compile status
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 0)
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{
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auto infoLog = static_cast<char*>(malloc(sizeof(char)*infoLen));
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glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
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TVGERR("GL_ENGINE", "Error compiling shader: %s", infoLog);
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free(infoLog);
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}
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glDeleteShader(shader);
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}
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return shader;
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}
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