first commit
This commit is contained in:
129
shaders/Shader.cpp
Normal file
129
shaders/Shader.cpp
Normal file
@@ -0,0 +1,129 @@
|
||||
#include "shader.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
Shader& Shader::Use()
|
||||
{
|
||||
glUseProgram(this->ID);
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Shader::Compile(const GLchar* vertexSource, const GLchar* fragmentSource, const GLchar* geometrySource)
|
||||
{
|
||||
GLuint sVertex, sFragment, gShader;
|
||||
// Vertex Shader
|
||||
sVertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(sVertex, 1, &vertexSource, NULL);
|
||||
glCompileShader(sVertex);
|
||||
checkCompileErrors(sVertex, "VERTEX");
|
||||
// Fragment Shader
|
||||
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(sFragment, 1, &fragmentSource, NULL);
|
||||
glCompileShader(sFragment);
|
||||
checkCompileErrors(sFragment, "FRAGMENT");
|
||||
// If geometry shader source code is given, also compile geometry shader
|
||||
if (geometrySource != nullptr)
|
||||
{
|
||||
gShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(gShader, 1, &geometrySource, NULL);
|
||||
glCompileShader(gShader);
|
||||
checkCompileErrors(gShader, "GEOMETRY");
|
||||
}
|
||||
// Shader Program
|
||||
this->ID = glCreateProgram();
|
||||
glAttachShader(this->ID, sVertex);
|
||||
glAttachShader(this->ID, sFragment);
|
||||
if (geometrySource != nullptr)
|
||||
glAttachShader(this->ID, gShader);
|
||||
glLinkProgram(this->ID);
|
||||
checkCompileErrors(this->ID, "PROGRAM");
|
||||
// Delete the shaders as they're linked into our program now and no longer necessery
|
||||
glDeleteShader(sVertex);
|
||||
glDeleteShader(sFragment);
|
||||
if (geometrySource != nullptr)
|
||||
glDeleteShader(gShader);
|
||||
}
|
||||
|
||||
void Shader::SetFloat(const GLchar* name, GLfloat value, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform1f(glGetUniformLocation(this->ID, name), value);
|
||||
}
|
||||
void Shader::SetInteger(const GLchar* name, GLint value, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform1i(glGetUniformLocation(this->ID, name), value);
|
||||
}
|
||||
void Shader::SetVector2f(const GLchar* name, GLfloat x, GLfloat y, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
|
||||
}
|
||||
void Shader::SetVector2f(const GLchar* name, const glm::vec2& value, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
|
||||
}
|
||||
void Shader::SetVector3f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
|
||||
}
|
||||
void Shader::SetVector3f(const GLchar* name, const glm::vec3& value, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
|
||||
}
|
||||
void Shader::SetVector4f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
|
||||
}
|
||||
void Shader::SetVector4f(const GLchar* name, const glm::vec4& value, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w);
|
||||
}
|
||||
void Shader::SetMatrix4(const GLchar* name, const glm::mat4& matrix, GLboolean useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
|
||||
void Shader::checkCompileErrors(GLuint object, std::string type)
|
||||
{
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
if (type != "PROGRAM")
|
||||
{
|
||||
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(object, 1024, NULL, infoLog);
|
||||
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
|
||||
<< infoLog << "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(object, 1024, NULL, infoLog);
|
||||
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
|
||||
<< infoLog << "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user