Files
fall-fever/src/ShaderProgram.cpp
2020-09-26 14:21:02 +02:00

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));
}