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shader.cpp
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#include "shader.hpp"
Shader::Shader()
{
}
Shader::~Shader()
{
glDeleteProgram(shaderID);
}
void Shader::Build(const std::string &vertexpath, const std::string &fragmentpath)
{
ShaderProgramSources sources = ParseShader(vertexpath, fragmentpath);
shaderID = CompileShader(sources.VertexSource.c_str(), sources.FragmentSouce.c_str());
}
ShaderProgramSources Shader::ParseShader(const std::string &vertexpath, const std::string &fragmentpath)
{
std::ifstream vertstream(vertexpath);
std::ifstream fragstream(fragmentpath);
std::string vert_line;
std::string frag_line;
std::stringstream vstream;
std::stringstream fstream;
while (std::getline(vertstream, vert_line))
{
vstream << vert_line << '\n';
}
while (std::getline(fragstream, frag_line))
{
fstream << frag_line << '\n';
}
std::string vert_str = vstream.str();
std::string frag_str = fstream.str();
return {vert_str, frag_str};
}
GLuint Shader::CompileShader(const GLchar* vert_str, const GLchar* frag_str)
{
GLuint shaderProgram = glCreateProgram();
GLuint vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER);
std::cout << "Compiling Shader..." << std::endl;
std::cout << "shader ID:" << shaderProgram << std::endl;
std::cout << "vertexshader ID:" << vertexShaderHandle << std::endl;
std::cout << "fragmentshader ID:" << fragmentShaderHandle << std::endl;
{
glShaderSource(vertexShaderHandle, 1, &vert_str, nullptr);
glCompileShader(vertexShaderHandle);
int params = -1;
glGetShaderiv(vertexShaderHandle, GL_COMPILE_STATUS, ¶ms);
if (GL_TRUE != params)
{
std::cerr << "ERROR: Vertex Shader index " << vertexShaderHandle << " did not compile" << std::endl;
const int max_length = 2048;
int actual_length = 0;
char slog[2048];
glGetShaderInfoLog(vertexShaderHandle, max_length, &actual_length, slog);
std::cerr << "shader info log for GL index " << vertexShaderHandle << ": " << slog << std::endl;
glDeleteShader(vertexShaderHandle);
glDeleteShader(fragmentShaderHandle);
glDeleteProgram(shaderProgram);
return 0;
}
}
{
glShaderSource(fragmentShaderHandle, 1, &frag_str, nullptr);
glCompileShader(fragmentShaderHandle);
int params = -1;
glGetShaderiv(fragmentShaderHandle, GL_COMPILE_STATUS, ¶ms);
if (GL_TRUE != params)
{
std::cerr << "ERROR: Fragment Shader index " << fragmentShaderHandle << " did not compile" << std::endl;
const int max_length = 2048;
int actual_length = 0;
char slog[2048];
glGetShaderInfoLog(fragmentShaderHandle, max_length, &actual_length, slog);
std::cerr << "shader info log for GL index " << fragmentShaderHandle << ": " << slog << std::endl;
glDeleteShader(vertexShaderHandle);
glDeleteShader(fragmentShaderHandle);
glDeleteProgram(shaderProgram);
return 0;
}
}
glAttachShader(shaderProgram, vertexShaderHandle);
glAttachShader(shaderProgram, fragmentShaderHandle);
{
glLinkProgram(shaderProgram);
glDeleteShader(vertexShaderHandle);
glDeleteShader(fragmentShaderHandle);
int params = -1;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, ¶ms);
if (GL_TRUE != params)
{
std::cerr << "ERROR: could not link shader program GL index: " << shaderProgram << std::endl;
const int max_length = 2048;
int actual_length = 0;
char plog[2048];
glGetProgramInfoLog(shaderProgram, max_length, &actual_length, plog);
std::cerr << "proram info log for GL index " << shaderProgram << ": " << plog << std::endl;
glDeleteProgram(shaderProgram);
return 0;
}
}
return shaderProgram;
}
void Shader::Bind() const
{
glUseProgram(shaderID);
}
void Shader::Unbind() const
{
glUseProgram(0);
glDeleteProgram(shaderID);
}
void Shader::SetFragDataLocation(int colorNumber, const std::string &name)
{
glBindFragDataLocation(shaderID, colorNumber, name.c_str());
}
void Shader::SetVertexAttribLocation(const std::string &name, int attribSize, GLenum attribType, GLboolean normalized, GLsizei stride, const GLvoid* pointer)
{
GLint location = glGetAttribLocation(shaderID, name.c_str());
glEnableVertexAttribArray(location);
glVertexAttribPointer(location, attribSize, attribType, normalized, stride, pointer);
}
void Shader::SetUniform1i(const std::string &name, int v0)
{
glUniform1i(GetUniformLocation(name), v0);
}
void Shader::SetUniform1f(const std::string &name, float v0)
{
glUniform1f(GetUniformLocation(name), v0);
}
void Shader::SetUniform2f(const std::string &name, float v0, float v1)
{
glUniform2f(GetUniformLocation(name), v0, v1);
}
void Shader::SetUniform3f(const std::string &name, float v0, float v1, float v2)
{
glUniform3f(GetUniformLocation(name), v0, v1, v2);
}
void Shader::SetUniform3fv(const std::string &name, int count, const float* value)
{
glUniform3fv(GetUniformLocation(name), count, value);
}
void Shader::SetUniform4f(const std::string &name, float v0, float v1, float v2, float v3)
{
glUniform4f(GetUniformLocation(name), v0, v1, v2, v3);
}
int Shader::GetUniformLocation(const std::string &name)
{
int location = glGetUniformLocation(shaderID, name.c_str());
return location;
}