100 lines
2.7 KiB
C++
100 lines
2.7 KiB
C++
#include <iostream>
|
|
#include <string>
|
|
|
|
#include "ShaderProgram.h"
|
|
|
|
ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* fragmentShaderPath) {
|
|
shaderProgramId = createShader(vertexShaderPath, fragmentShaderPath);
|
|
}
|
|
|
|
ShaderProgram::~ShaderProgram() {
|
|
glDeleteProgram(shaderProgramId);
|
|
}
|
|
|
|
void ShaderProgram::bind() {
|
|
glUseProgram(shaderProgramId);
|
|
}
|
|
|
|
void ShaderProgram::unbind() {
|
|
glUseProgram(0);
|
|
}
|
|
|
|
GLuint ShaderProgram::createShader(const char* vertexShaderPath, const char* framentShaderPath) {
|
|
std::string vertexShaderSource = parse(vertexShaderPath);
|
|
std::string fragmentShaderSource = parse(framentShaderPath);
|
|
|
|
GLuint program = glCreateProgram();
|
|
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
|
|
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
|
|
|
|
glAttachShader(program, vs);
|
|
glAttachShader(program, fs);
|
|
|
|
glLinkProgram(program);
|
|
|
|
#ifdef _RELEASE
|
|
glDetachShader(program, vs);
|
|
glDetachShader(program, fs);
|
|
|
|
glDeleteShader(vs);
|
|
glDeleteShader(fs);
|
|
#endif
|
|
|
|
return program;
|
|
}
|
|
|
|
std::string ShaderProgram::parse(const char* filename) {
|
|
FILE* file;
|
|
file = fopen(filename, "rb");
|
|
if(!file) {
|
|
std::cout << "File " << 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::setBool(const char *name, bool value) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniform1i(location, (int)value);
|
|
}
|
|
|
|
void ShaderProgram::setInt(const char *name, int value) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniform1i(location, value);
|
|
}
|
|
|
|
void ShaderProgram::setFloat(const char *name, float value) const {
|
|
GLint location = glGetUniformLocation(shaderProgramId, name);
|
|
glUniform1f(location, value);
|
|
}
|