1er commit
This commit is contained in:
161
src/render/shaders/ShaderProgram.cpp
Executable file
161
src/render/shaders/ShaderProgram.cpp
Executable file
@@ -0,0 +1,161 @@
|
||||
/*
|
||||
* ShaderProgram.cpp
|
||||
*
|
||||
* Created on: 31 janv. 2020
|
||||
* Author: simon
|
||||
*/
|
||||
|
||||
#include "render/shaders/ShaderProgram.h"
|
||||
|
||||
#include <glbinding/gl/gl.h>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
using namespace gl;
|
||||
|
||||
ShaderProgram::ShaderProgram():
|
||||
programID(0), vertexShaderID(0), fragmentShaderID(0){
|
||||
}
|
||||
|
||||
ShaderProgram::~ShaderProgram(){
|
||||
cleanUp();
|
||||
}
|
||||
|
||||
void ShaderProgram::start() const{
|
||||
glUseProgram(programID);
|
||||
}
|
||||
|
||||
void ShaderProgram::stop() const{
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
int ShaderProgram::getUniformLocation(const std::string& uniformName) const{
|
||||
const int location = glGetUniformLocation(programID, uniformName.c_str());
|
||||
if (location == -1){
|
||||
std::cout << "Warning ! Uniform variable " << uniformName << " not found !\n";
|
||||
const GLenum error = glGetError();
|
||||
switch (error){
|
||||
case GL_INVALID_VALUE:
|
||||
break;
|
||||
|
||||
case GL_INVALID_OPERATION:
|
||||
break;
|
||||
}
|
||||
}
|
||||
return location;
|
||||
}
|
||||
|
||||
void ShaderProgram::loadFloat(const int location, const float value) const{
|
||||
glUniform1f(location, value);
|
||||
}
|
||||
|
||||
void ShaderProgram::loadInt(const int& location, const int& value) const{
|
||||
glUniform1i(location, value);
|
||||
}
|
||||
|
||||
void ShaderProgram::loadVector(const int& location,
|
||||
const glm::vec2& vector) const{
|
||||
glUniform2f(location, vector.x, vector.y);
|
||||
}
|
||||
|
||||
void ShaderProgram::loadVector(const int& location,
|
||||
const glm::vec3& vector) const{
|
||||
glUniform3f(location, vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
void ShaderProgram::loadVector(const int& location,
|
||||
const glm::vec4& vector) const{
|
||||
glUniform4f(location, vector.x, vector.y, vector.z, vector.w);
|
||||
}
|
||||
|
||||
void ShaderProgram::loadBoolean(const int& location, const bool& value) const{
|
||||
glUniform1i(location, value);
|
||||
}
|
||||
|
||||
void ShaderProgram::cleanUp() const{
|
||||
stop();
|
||||
glDetachShader(programID, vertexShaderID);
|
||||
glDetachShader(programID, fragmentShaderID);
|
||||
glDeleteShader(vertexShaderID);
|
||||
glDeleteShader(fragmentShaderID);
|
||||
glDeleteProgram(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);
|
||||
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);
|
||||
getAllUniformLocation();
|
||||
}
|
||||
|
||||
int ShaderProgram::loadShader(const std::string& source, GLenum type){
|
||||
unsigned int shaderID = glCreateShader(type);
|
||||
|
||||
const char* c_str = source.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;
|
||||
}
|
||||
return shaderID;
|
||||
}
|
||||
|
||||
int ShaderProgram::loadShaderFromFile(const std::string& file, GLenum type){
|
||||
std::string shaderSource = "";
|
||||
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;
|
||||
}
|
||||
return shaderID;
|
||||
}
|
||||
|
||||
void ShaderProgram::loadMatrix(const int& location, const glm::mat4& matrix){
|
||||
glUniformMatrix4fv(location, 1, false, glm::value_ptr(matrix));
|
||||
}
|
||||
Reference in New Issue
Block a user