BIG REFACTOR Part 2

This commit is contained in:
2022-02-16 18:34:49 +01:00
parent bdebabb79e
commit 97a33e5517
11 changed files with 98 additions and 106 deletions

View File

@@ -9,6 +9,7 @@
#include <fstream>
#include <iostream>
#include <sstream>
#include <glm/gtc/type_ptr.hpp>
@@ -17,7 +18,7 @@
#endif
ShaderProgram::ShaderProgram() :
programID(0), vertexShaderID(0), fragmentShaderID(0) {
m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {
}
ShaderProgram::~ShaderProgram() {
@@ -25,7 +26,7 @@ ShaderProgram::~ShaderProgram() {
}
void ShaderProgram::start() const {
glUseProgram(programID);
glUseProgram(m_ProgramID);
}
void ShaderProgram::stop() const {
@@ -33,74 +34,78 @@ void ShaderProgram::stop() const {
}
int ShaderProgram::getUniformLocation(const std::string& uniformName) const {
const int location = glGetUniformLocation(programID, uniformName.c_str());
const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
if (location == -1) {
std::cout << "Warning ! Uniform variable " << uniformName << " not found !\n";
}
return location;
}
void ShaderProgram::loadFloat(const int location, const float value) const {
glUniform1f(location, value);
void ShaderProgram::loadFloat(unsigned int location, float value) const {
glUniform1f(static_cast<GLint>(location), value);
}
void ShaderProgram::loadInt(const int& location, const int& value) const {
glUniform1i(location, value);
void ShaderProgram::loadInt(unsigned int location, int value) const {
glUniform1i(static_cast<GLint>(location), value);
}
void ShaderProgram::loadVector(const int& location,
void ShaderProgram::loadVector(unsigned int location,
const glm::vec2& vector) const {
glUniform2f(location, vector.x, vector.y);
glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
}
void ShaderProgram::loadVector(const int& location,
void ShaderProgram::loadVector(unsigned int location,
const glm::vec3& vector) const {
glUniform3f(location, vector.x, vector.y, vector.z);
glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
}
void ShaderProgram::loadVector(const int& location,
void ShaderProgram::loadVector(unsigned int location,
const glm::vec4& vector) const {
glUniform4f(location, vector.x, vector.y, vector.z, vector.w);
glUniform4f(static_cast<GLint>(location), vector.x, vector.y, vector.z, vector.w);
}
void ShaderProgram::loadBoolean(const int& location, const bool& value) const {
glUniform1i(location, value);
void ShaderProgram::loadBoolean(unsigned int location, bool value) const {
glUniform1i(static_cast<GLint>(location), value);
}
void ShaderProgram::loadMatrix(unsigned int location, const glm::mat4& matrix) const {
glUniformMatrix4fv(static_cast<GLint>(location), 1, false, glm::value_ptr(matrix));
}
void ShaderProgram::cleanUp() const {
stop();
glDetachShader(programID, vertexShaderID);
glDetachShader(programID, fragmentShaderID);
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
glDeleteProgram(programID);
glDetachShader(m_ProgramID, m_VertexShaderID);
glDetachShader(m_ProgramID, m_FragmentShaderID);
glDeleteShader(m_VertexShaderID);
glDeleteShader(m_FragmentShaderID);
glDeleteProgram(m_ProgramID);
}
void ShaderProgram::loadProgramFile(const std::string& vertexFile,
const std::string& fragmentFile) {
vertexShaderID = loadShaderFromFile(vertexFile, GL_VERTEX_SHADER);
fragmentShaderID = loadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER);
programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
glValidateProgram(programID);
m_VertexShaderID = static_cast<unsigned int>(loadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
m_FragmentShaderID = static_cast<unsigned int>(loadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
m_ProgramID = glCreateProgram();
glAttachShader(m_ProgramID, m_VertexShaderID);
glAttachShader(m_ProgramID, m_FragmentShaderID);
glLinkProgram(m_ProgramID);
glValidateProgram(m_ProgramID);
getAllUniformLocation();
}
void ShaderProgram::loadProgram(const std::string& vertexSource,
const std::string& fragmentSource) {
vertexShaderID = loadShader(vertexSource, GL_VERTEX_SHADER);
fragmentShaderID = loadShader(fragmentSource, GL_FRAGMENT_SHADER);
programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
glValidateProgram(programID);
m_VertexShaderID = static_cast<unsigned int>(loadShader(vertexSource, GL_VERTEX_SHADER));
m_FragmentShaderID = static_cast<unsigned int>(loadShader(fragmentSource, GL_FRAGMENT_SHADER));
m_ProgramID = glCreateProgram();
glAttachShader(m_ProgramID, m_VertexShaderID);
glAttachShader(m_ProgramID, m_FragmentShaderID);
glLinkProgram(m_ProgramID);
glValidateProgram(m_ProgramID);
getAllUniformLocation();
}
int ShaderProgram::loadShader(const std::string& source, GLenum type) {
unsigned int ShaderProgram::loadShader(const std::string& source, GLenum type) {
unsigned int shaderID = glCreateShader(type);
const char* c_str = source.c_str();
@@ -113,9 +118,9 @@ int ShaderProgram::loadShader(const std::string& source, GLenum type) {
std::cout << "Could not compile shader !\n";
GLsizei size;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
char error[size];
glGetShaderInfoLog(shaderID, size, &size, error);
std::cout << error << std::endl;
std::vector<char> shaderError(static_cast<std::size_t>(size));
glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
std::cout << shaderError.data() << std::endl;
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "TRACKERS", "Could not compile shader !\n %s", error);
#endif
@@ -123,35 +128,15 @@ int ShaderProgram::loadShader(const std::string& source, GLenum type) {
return shaderID;
}
int ShaderProgram::loadShaderFromFile(const std::string& file, GLenum type) {
std::string shaderSource = "";
unsigned int ShaderProgram::loadShaderFromFile(const std::string& file, GLenum type) {
std::stringstream stream;
std::ifstream fileStream(file);
if (fileStream.is_open()) {
std::string line;
while (getline(fileStream, line)) {
shaderSource += line + "\n";
}
fileStream.close();
}
unsigned int shaderID = glCreateShader(type);
const char* c_str = shaderSource.c_str();
int* null = 0;
glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
glCompileShader(shaderID);
GLint compilesuccessful;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
if (compilesuccessful == false) {
std::cout << "Could not compile shader !\n";
GLsizei size;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
char error[size];
glGetShaderInfoLog(shaderID, size, &size, error);
std::cout << error << std::endl;
if(fileStream) {
stream << fileStream.rdbuf();
} else {
return 0;
}
return shaderID;
}
void ShaderProgram::loadMatrix(const int& location, const glm::mat4& matrix) {
glUniformMatrix4fv(location, 1, false, glm::value_ptr(matrix));
return loadShader(stream.str(), type);
}