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