106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
#include "Shader.h"
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Shader::Shader(const char* vertexPath, const char* fragmentPath) {
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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} catch (std::ifstream::failure e) {
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std::cerr << "Error reading shader file." << std::endl;
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}
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const char * vShaderCode = vertexCode.c_str();
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const char * fShaderCode = fragmentCode.c_str();
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Id vertex, fragment;
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int success;
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char infoLog[512];
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cerr << "Vertex shader failed compilation\n" << infoLog << std::endl;
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}
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cerr << "Fragment shader failed compilation\n" << infoLog << std::endl;
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}
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id = glCreateProgram();
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glAttachShader(id, vertex);
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glAttachShader(id, fragment);
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glLinkProgram(id);
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glGetProgramiv(id, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(id, 512, NULL, infoLog);
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std::cerr << "Shader program linking failed\n" << infoLog << std::endl;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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void Shader::Use() {
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glUseProgram(id);
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}
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void Shader::UpdateView(Matrix view) {
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glUniformMatrix4fv(glGetUniformLocation(id, "VIEW"), 1, GL_FALSE, glm::value_ptr(view));
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}
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void Shader::UpdateModel(Matrix model) {
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glUniformMatrix4fv(glGetUniformLocation(id, "MODEL"), 1, GL_FALSE, glm::value_ptr(model));
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}
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void Shader::UpdateProjection(Matrix projection) {
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glUniformMatrix4fv(glGetUniformLocation(id, "PROJECTION"), 1, GL_FALSE, glm::value_ptr(projection));
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}
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void Shader::UpdateColor(bool usesColor) {
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glUniform1i(glGetUniformLocation(id, "material.usesColor"), (int) usesColor);
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}
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void Shader::UpdateColor(bool usesColor, Color color) {
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glUniform1i(glGetUniformLocation(id, "material.usesColor"), (int) usesColor);
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glUniform3f(glGetUniformLocation(id, "material.color"), color.r, color.g, color.b);
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}
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void Shader::UpdateTex(bool usesTex) {
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glUniform1i(glGetUniformLocation(id, "material.usesTex"), (int) usesTex);
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}
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void Shader::UpdateTex(bool usesTex, Texture tex) {
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glUniform1i(glGetUniformLocation(id, "material.usesTex"), (int) usesTex);
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glBindTexture(GL_TEXTURE_2D, tex.id);
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}
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Name Shader::GetName() const {
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return "Unnamed Shader";
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}
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