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ShaderProgram.cpp
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125 lines (102 loc) · 3.13 KB
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#include "ShaderProgram.h"
#include <glm/gtc/type_ptr.hpp>
#include <vector>
#include <fstream>
GLuint ShaderProgram::loadShader(const std::string& file, GLuint type)
{
//read shader from file
std::string input;
std::ifstream shaderStream(file, std::ios::in);
if (shaderStream.is_open()) {
std::string line;
while (std::getline(shaderStream, line))
input += "\n" + line;
shaderStream.close();
}
GLuint shaderID = glCreateShader(type);
GLint Result = GL_FALSE;
int InfoLogLength;
//Compile shader
if (type == GL_VERTEX_SHADER)
printf("Compiling vertex shader\n");
else if (type == GL_FRAGMENT_SHADER)
printf("Compiling fragment shader\n");
const char* shaderPointer = input.c_str();
glShaderSource(shaderID, 1, &shaderPointer, NULL);
glCompileShader(shaderID);
//Check shader
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(shaderID, InfoLogLength, NULL, ShaderErrorMessage.data());
fprintf(stdout, "%s\n", ShaderErrorMessage.data());
return shaderID;
}
void ShaderProgram::init(const std::string& vertexFile, const std::string& fragmentFile)
{
VERTEX_FILE = vertexFile;
FRAGMENT_FILE = fragmentFile;
_vertexShaderID = loadShader(vertexFile, GL_VERTEX_SHADER);
_fragmentShaderID = loadShader(fragmentFile, GL_FRAGMENT_SHADER);
_programID = glCreateProgram();
glAttachShader(_programID, _vertexShaderID);
glAttachShader(_programID, _fragmentShaderID);
glLinkProgram(_programID);
glValidateProgram(_programID);
//Check program
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(_programID, GL_LINK_STATUS, &Result);
glGetProgramiv(_programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage(InfoLogLength, int(1));
glGetProgramInfoLog(_programID, InfoLogLength, NULL, ProgramErrorMessage.data());
fprintf(stdout, "%s\n", ProgramErrorMessage.data());
}
void ShaderProgram::start()
{
glUseProgram(_programID);
}
void ShaderProgram::stop()
{
glUseProgram(0);
}
void ShaderProgram::cleanUp()
{
glDetachShader(_programID, _vertexShaderID);
glDetachShader(_programID, _fragmentShaderID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
glDeleteProgram(_programID);
}
void ShaderProgram::bindAttribute(int attrib, std::string name)
{
glBindAttribLocation(_programID, attrib, name.c_str());
}
GLuint ShaderProgram::getUniformLocation(std::string name)
{
return glGetUniformLocation(_programID, name.c_str());
}
void ShaderProgram::loadBool(int location, bool val)
{
glUniform1i(location, val);
}
void ShaderProgram::loadInt(int location, int val)
{
glUniform1i(location, val);
}
void ShaderProgram::loadFloat(int location, float val)
{
glUniform1f(location, val);
}
void ShaderProgram::loadVector3f(int location, glm::vec3 vec)
{
glUniform3f(location, vec.x, vec.y, vec.z);
}
void ShaderProgram::loadVector4f(int location, glm::vec4 vec)
{
glUniform4f(location, vec.x, vec.y, vec.z, vec.w);
}
void ShaderProgram::loadMatrix4f(int location, glm::mat4 matrix)
{
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
}