SparrowRenderer/src/shader.cpp
2016-05-15 15:21:57 +02:00

205 lines
5.4 KiB
C++

#include "glew.h"
#include "shader.h"
#include <iostream>
#include <glm/ext.hpp>
Shader::Shader(const std::string &vertexSource, const std::string &fragmentSource)
{
program = glCreateProgram();
GLuint vertexShaderId = createShader(vertexSource, GL_VERTEX_SHADER);
GLuint fragmentShaderId = createShader(fragmentSource, GL_FRAGMENT_SHADER);
glAttachShader(program, vertexShaderId);
glAttachShader(program, fragmentShaderId);
glBindAttribLocation(program, 0, "inPosition");
glBindAttribLocation(program, 1, "inNormal");
glBindAttribLocation(program, 2, "inTexCoord");
glBindAttribLocation(program, 3, "inTangent");
glBindAttribLocation(program, 4, "inBinormal");
glLinkProgram(program);
// check errors
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
std::cerr << "Program not linked" << std::endl;
printProgramInfoLog(program);
program = 0;
}
glDetachShader(program, vertexShaderId);
glDetachShader(program, fragmentShaderId);
glDeleteShader(vertexShaderId);
glDeleteShader(fragmentShaderId);
}
Shader::Shader(const std::string &vertexSource, const std::string &geometrySource, const std::string &fragmentSource)
{
program = glCreateProgram();
GLuint vertexShaderId = createShader(vertexSource, GL_VERTEX_SHADER);
GLuint geometryShaderId = createShader(geometrySource, GL_GEOMETRY_SHADER);
GLuint fragmentShaderId = createShader(fragmentSource, GL_FRAGMENT_SHADER);
glAttachShader(program, vertexShaderId);
glAttachShader(program, geometryShaderId);
glAttachShader(program, fragmentShaderId);
glBindAttribLocation(program, 0, "inPosition");
glBindAttribLocation(program, 1, "inNormal");
glBindAttribLocation(program, 2, "inTexCoord");
glLinkProgram(program);
// check errors
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
std::cerr << "Program not linked" << std::endl;
printProgramInfoLog(program);
program = 0;
}
glDetachShader(program, vertexShaderId);
glDetachShader(program, geometryShaderId);
glDetachShader(program, fragmentShaderId);
glDeleteShader(vertexShaderId);
glDeleteShader(geometryShaderId);
glDeleteShader(fragmentShaderId);
}
Shader::~Shader()
{
bool ok;
ok = glIsProgram(program);
if(ok)
glDeleteProgram(program);
}
GLuint Shader::createShader(const std::string &source, GLenum shaderType)
{
GLuint shaderId = glCreateShader(shaderType);
const GLchar *data = (const GLchar *)source.c_str();
glShaderSource(shaderId, 1, &data, NULL);
glCompileShader(shaderId);
// check errors
GLint compiled;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
std::string type_str;
switch(shaderType)
{
case GL_VERTEX_SHADER:
type_str = "Vertex";
break;
case GL_GEOMETRY_SHADER:
type_str = "Geometry";
break;
case GL_FRAGMENT_SHADER:
type_str = "Fragment";
break;
}
std::cerr << type_str << " shader not compiled : " << std::endl;
std::cout << "Shader source :" << std::endl << source << std::endl;
printShaderInfoLog(shaderId);
return 0;
}
else
return shaderId;
}
void Shader::printShaderInfoLog(GLuint shaderId)
{
int infoLogLen = 0;
int charsWritten = 0;
GLchar *infoLog;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &infoLogLen);
if (infoLogLen > 0) {
infoLog = new GLchar[infoLogLen];
glGetShaderInfoLog(shaderId, infoLogLen, &charsWritten, infoLog);
std::cerr << "InfoLog:" << std::endl << infoLog << std::endl;
delete [] infoLog;
}
}
void Shader::printProgramInfoLog(GLuint programId)
{
int infoLogLen = 0;
int charsWritten = 0;
GLchar *infoLog;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLogLen);
if (infoLogLen > 0) {
infoLog = new GLchar[infoLogLen];
glGetProgramInfoLog(programId, infoLogLen, &charsWritten, infoLog);
std::cerr << "InfoLog:" << std::endl << infoLog << std::endl;
delete [] infoLog;
}
}
GLuint Shader::getLocation(std::string attribName)
{
GLuint loc = glGetUniformLocation(program, attribName.c_str());
return loc;
}
void Shader::bind()
{
glUseProgram(program);
}
void Shader::unbind()
{
glUseProgram(0);
}
void Shader::bindFloat(GLuint location, float val)
{
glUniform1f(location, val);
}
void Shader::bindMat3(GLuint location, glm::mat3 mat)
{
glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(mat));
}
void Shader::bindMat4(GLuint location, glm::mat4 mat)
{
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(mat));
}
void Shader::bindVec2(GLuint location, glm::vec2 vec)
{
glUniform2fv(location, 1, glm::value_ptr(vec));
}
void Shader::bindVec3(GLuint location, glm::vec3 vec)
{
glUniform3fv(location, 1, glm::value_ptr(vec));
}
void Shader::bindVec4(GLuint location, glm::vec4 vec)
{
glUniform4fv(location, 1, glm::value_ptr(vec));
}
void Shader::bindVec3Array(GLuint location, glm::vec3* vec, int nb_elements)
{
glUniform3fv(location, nb_elements, (GLfloat*)vec);
}
void Shader::bindUnsignedInteger(GLuint location, GLuint unsigned_integer)
{
glUniform1ui(location, unsigned_integer);
}
void Shader::bindInteger(GLuint location, GLint integer)
{
glUniform1i(location, integer);
}