couch/core/Shaders/Shader.cpp

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#include "Shader.h"
Shader::Shader(const char* vertexCode, const char* fragmentCode) {
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Id vertex, fragment;
int success;
char infoLog[512];
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vertexCode, NULL);
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glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cerr << "Vertex shader failed compilation\n" << infoLog << std::endl;
}
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fragmentCode, NULL);
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glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cerr << "Fragment shader failed compilation\n" << infoLog << std::endl;
}
id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
glLinkProgram(id);
glGetProgramiv(id, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(id, 512, NULL, infoLog);
std::cerr << "Shader program linking failed\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::Use() {
glUseProgram(id);
}
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void Shader::UpdateView(Matrix view) {
glUniformMatrix4fv(glGetUniformLocation(id, "VIEW"), 1, GL_FALSE, glm::value_ptr(view));
}
void Shader::UpdateModel(Matrix model) {
glUniformMatrix4fv(glGetUniformLocation(id, "MODEL"), 1, GL_FALSE, glm::value_ptr(model));
}
void Shader::UpdateProjection(Matrix projection) {
glUniformMatrix4fv(glGetUniformLocation(id, "PROJECTION"), 1, GL_FALSE, glm::value_ptr(projection));
}
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void Shader::UpdateMaterial(Material material) {
glUniform1i(glGetUniformLocation(id, "material.usesColor"), (int) material.usesColor);
glUniform3f(glGetUniformLocation(id, "material.color"),
material.color.r,
material.color.g,
material.color.b);
glUniform1i(glGetUniformLocation(id, "material.usesTex"), (int) material.usesTex);
if (material.usesTex) {
glBindTexture(GL_TEXTURE_2D, material.tex.id);
}
glUniform1f(glGetUniformLocation(id, "material.alphaScissor"), material.alphaScissor);
glUniform1i(glGetUniformLocation(id, "material.unshaded"), (int) material.unshaded);
glUniform1i(glGetUniformLocation(id, "material.cullBack"), (int) material.cullBack);
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}
void Shader::UpdateDirectionalLight(DirectionalLight directionalLight) {
glUniform3fv(glGetUniformLocation(id, "directionalLight.direction"), 1, glm::value_ptr(directionalLight.direction));
glUniform3fv(glGetUniformLocation(id, "directionalLight.color"), 1, glm::value_ptr(directionalLight.color));
glUniform1f(glGetUniformLocation(id, "directionalLight.ambient"), directionalLight.ambient);
glUniform1f(glGetUniformLocation(id, "directionalLight.diffuse"), directionalLight.diffuse);
glUniform1f(glGetUniformLocation(id, "directionalLight.specular"), directionalLight.specular);
}
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Name Shader::GetName() const {
return "Unnamed Shader";
}