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