#include "shader.h" #include 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; } } }