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shader.cpp
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170 lines (140 loc) · 4.01 KB
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#include "shader.h"
#include <cstring>
Shader::Shader()
{
shaderID = 0;
uniformModel = 0;
uniformProjection = 0;
uniformView = 0;
}
void Shader::CreateFromString(const char *vertexCode, const char *fragmentCode)
{
CompileShader(vertexCode, fragmentCode);
}
void Shader::CreateFromFiles(const char *vertexLocation, const char *fragmentLocation)
{
std::string vertexString = ReadFile(vertexLocation);
std::string fragmentString = ReadFile(fragmentLocation);
const char *vertexCode = vertexString.c_str();
const char *fragmentCode = fragmentString.c_str();
CompileShader(vertexCode, fragmentCode);
}
std::string Shader::ReadFile(const char *fileLocation)
{
std::string content;
std::ifstream fileStream(fileLocation, std::ios::in);
if (!fileStream.is_open())
{
printf("Failed to read %s! File doesn't exist.", fileLocation);
return "";
}
std::string line = "";
while (!fileStream.eof())
{
std::getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
void Shader::CompileShader(const GLchar *vertexCode, const GLchar *fragmentCode)
{
shaderID = glCreateProgram();
if (!shaderID)
{
printf("Error creating shader program!\n");
return;
}
AddShader(shaderID, vertexCode, GL_VERTEX_SHADER);
AddShader(shaderID, fragmentCode, GL_FRAGMENT_SHADER);
// glBindAttribLocation(shaderID, 0, "vertexPosition_modelspace");
GLint result = 0;
GLchar eLog[1024] = {0};
glLinkProgram(shaderID);
glGetProgramiv(shaderID, GL_LINK_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error linking program: '%s'\n", eLog);
return;
}
glValidateProgram(shaderID);
glGetProgramiv(shaderID, GL_VALIDATE_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Error validating program: '%s'\n", eLog);
return;
}
uniformProjection = glGetUniformLocation(shaderID, "projection");
uniformModel = glGetUniformLocation(shaderID, "model");
uniformView = glGetUniformLocation(shaderID, "view");
uniformNormalMatrix = glGetUniformLocation(shaderID, "normalMatrix");
uniformObjectColor = glGetUniformLocation(shaderID, "objectColor");
uniformViewPos = glGetUniformLocation(shaderID, "viewPos");
uniformLightDir = glGetUniformLocation(shaderID, "lightDir");
uniformAmbient = glGetUniformLocation(shaderID, "ambientStrength");
uniformSpecStrength = glGetUniformLocation(shaderID, "specularStrength");
uniformShininess = glGetUniformLocation(shaderID, "shininess");
uniformMVP = glGetUniformLocation(shaderID, "mvp");
}
GLuint Shader::GetViewLocation()
{
return uniformView;
}
GLuint Shader::GetProjectionLocation()
{
return uniformProjection;
}
GLuint Shader::GetModelLocation()
{
return uniformModel;
}
void Shader::UseShader()
{
glUseProgram(shaderID);
}
void Shader::ClearShader()
{
if (shaderID != 0)
{
glDeleteProgram(shaderID);
shaderID = 0;
}
uniformModel = 0;
uniformProjection = 0;
uniformView = 0;
uniformNormalMatrix = 0;
uniformObjectColor = 0;
uniformViewPos = 0;
uniformLightDir = 0;
uniformAmbient = 0;
uniformSpecStrength = 0;
uniformShininess = 0;
uniformMVP = 0;
}
void Shader::AddShader(GLuint theProgram, const char *shaderCode, GLenum shaderType)
{
GLuint theShader = glCreateShader(shaderType);
const GLchar *theCode[1];
theCode[0] = shaderCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
GLint result = 0;
GLchar eLog[1024] = {0};
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if (!result)
{
glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
auto sType = shaderType == GL_VERTEX_SHADER ? "Vertex" : "Fragment";
std::cout << "Error compiling the " << sType << "shader: " << eLog << "\n";
return;
}
glAttachShader(theProgram, theShader);
}
Shader::~Shader()
{
ClearShader();
}