150 lines
4.5 KiB
C++
150 lines
4.5 KiB
C++
#include <iostream>
|
|
#include <string>
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
#include "ShaderProgram.h"
|
|
|
|
ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* fragmentShaderPath) {
|
|
|
|
std::string vertexShaderSource = parse(vertexShaderPath);
|
|
std::string fragmentShaderSource = parse(fragmentShaderPath);
|
|
|
|
shaderProgramId = glCreateProgram();
|
|
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
|
|
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
|
|
|
|
glAttachShader(shaderProgramId, vs);
|
|
glAttachShader(shaderProgramId, fs);
|
|
|
|
glLinkProgram(shaderProgramId);
|
|
|
|
GLint isLinked = 0;
|
|
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
|
|
if(!isLinked) std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << fragmentShaderPath << std::endl;
|
|
|
|
#ifdef _RELEASE
|
|
glDetachShader(program, vs);
|
|
glDetachShader(program, fs);
|
|
|
|
glDeleteShader(vs);
|
|
glDeleteShader(fs);
|
|
#endif
|
|
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* geometryShaderPath, const char* fragmentShaderPath) {
|
|
|
|
std::string vertexShaderSource = parse(vertexShaderPath);
|
|
std::string geometryShaderSource = parse(geometryShaderPath);
|
|
std::string fragmentShaderSource = parse(fragmentShaderPath);
|
|
|
|
shaderProgramId = glCreateProgram();
|
|
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
|
|
GLuint gs = compile(geometryShaderSource, GL_GEOMETRY_SHADER);
|
|
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
|
|
|
|
glAttachShader(shaderProgramId, vs);
|
|
glAttachShader(shaderProgramId, gs);
|
|
glAttachShader(shaderProgramId, fs);
|
|
|
|
glLinkProgram(shaderProgramId);
|
|
|
|
GLint isLinked = 0;
|
|
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
|
|
if(!isLinked) std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << geometryShaderPath << ", " << fragmentShaderPath << std::endl;
|
|
|
|
#ifdef _RELEASE
|
|
glDetachShader(program, vs);
|
|
glDetachShader(program, gs);
|
|
glDetachShader(program, fs);
|
|
|
|
glDeleteShader(vs);
|
|
glDeleteShader(gs);
|
|
glDeleteShader(fs);
|
|
#endif
|
|
|
|
}
|
|
|
|
ShaderProgram::~ShaderProgram() {
|
|
glDeleteProgram(shaderProgramId);
|
|
}
|
|
|
|
void ShaderProgram::bind() {
|
|
glUseProgram(shaderProgramId);
|
|
}
|
|
|
|
void ShaderProgram::unbind() {
|
|
glUseProgram(0);
|
|
}
|
|
|
|
std::string ShaderProgram::parse(const char* filename) {
|
|
FILE* file;
|
|
file = fopen(filename, "rb");
|
|
if(!file) {
|
|
std::cout << "Shader " << filename << " not found!" << std::endl;
|
|
exit(-1);
|
|
}
|
|
|
|
std::string contents;
|
|
fseek(file, 0, SEEK_END);
|
|
size_t filesize = ftell(file);
|
|
rewind(file);
|
|
contents.resize(filesize);
|
|
|
|
fread(&contents[0], 1, filesize, file);
|
|
fclose(file);
|
|
|
|
return contents;
|
|
}
|
|
|
|
GLuint ShaderProgram::compile(std::string shaderSource, GLenum type) {
|
|
GLuint shaderId = glCreateShader(type);
|
|
const char* src = shaderSource.c_str();
|
|
glShaderSource(shaderId, 1, &src, 0);
|
|
glCompileShader(shaderId);
|
|
|
|
int result;
|
|
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &result);
|
|
if(result != GL_TRUE) {
|
|
int length;
|
|
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &length);
|
|
char* message = new char[length];
|
|
glGetShaderInfoLog(shaderId, length, &length, message);
|
|
std::cout << "Shader compile error: " << message << std::endl;
|
|
delete[] message;
|
|
return 0;
|
|
}
|
|
return shaderId;
|
|
}
|
|
|
|
void ShaderProgram::setUniform(const char *name, bool value) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniform1i(location, (int)value);
|
|
}
|
|
|
|
void ShaderProgram::setUniform(const char *name, int value) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniform1i(location, value);
|
|
}
|
|
|
|
void ShaderProgram::setUniform(const char *name, float value) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniform1f(location, value);
|
|
}
|
|
|
|
void ShaderProgram::setUniform(const char *name, glm::vec3 vector) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniform3f(location, vector.x, vector.y, vector.z);
|
|
}
|
|
|
|
void ShaderProgram::setUniform(const char *name, glm::mat3 matrix) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
|
|
}
|
|
|
|
void ShaderProgram::setUniform(const char *name, glm::mat4 matrix) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
|
|
}
|