-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathShaderProgram.cpp
More file actions
186 lines (156 loc) · 4.48 KB
/
Copy pathShaderProgram.cpp
File metadata and controls
186 lines (156 loc) · 4.48 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
#include "ShaderProgram.h"
ShaderProgram::ShaderProgram() : m_vshader(nullptr), m_fshader(nullptr)
{
m_idGL = glCreateProgram();
}
ShaderProgram::ShaderProgram(const std::string &vshaderPath,
const std::string &fshaderPath) : ShaderProgram()
{
Shader *vs = new Shader(Shader::Type::Vertex, vshaderPath);
BindVertexShader(vs);
Shader *fs = new Shader(Shader::Type::Fragment, fshaderPath);
BindFragmentShader(fs);
Link();
}
ShaderProgram::~ShaderProgram()
{
glDeleteProgram(m_idGL);
}
void ShaderProgram::BindVertexShader(Shader *vshader)
{
this->m_vshader = vshader;
}
void ShaderProgram::BindFragmentShader(Shader *fshader)
{
this->m_fshader = fshader;
}
bool ShaderProgram::Link()
{
if (!m_vshader)
{
std::cerr << "Vertex shader not set. Can't link shader program." << std::endl;
return false;
}
if (!m_fshader)
{
std::cerr << "Fragment shader not set. Can't link shader program." << std::endl;
return false;
}
glAttachShader(m_idGL, m_vshader->GetGLId());
glAttachShader(m_idGL, m_fshader->GetGLId());
glLinkProgram(m_idGL);
GLint linked;
glGetProgramiv(m_idGL, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint errorLength = 0;
glGetProgramiv(m_idGL, GL_INFO_LOG_LENGTH, &errorLength);
if (errorLength > 1)
{
char* errorLog = (char*) (malloc(sizeof(char) * errorLength));
glGetProgramInfoLog(m_idGL, errorLength, NULL, errorLog);
std::string errorStr(errorLog);
std::cerr << "Can't link " << std::endl << this << std::endl <<
" Reason: " << errorStr << std::endl;
}
glDeleteProgram(m_idGL);
}
return linked;
}
bool ShaderProgram::SetUniformFloat(const std::string &name, float v, bool warn) const
{
int location = GetUniformLocation(name);
if (location >= 0)
{
Bind();
glUniform1fv(location, 1, &v);
UnBind();
}
else
{
if (warn) std::cerr << "Couldn't find uniform '" + name + "' in " <<
std::endl << this << std::endl << " . Not setting it." << std::endl;
}
return (location >= 0);
}
bool ShaderProgram::SetUniformVec3 (const std::string &name, const Vector3& v, bool warn) const
{
int location = GetUniformLocation(name);
if (location >= 0)
{
Bind();
glUniform3fv(location, 1, &v.x);
UnBind();
}
else
{
if (warn) std::cerr << "Couldn't find uniform '" + name + "' in " <<
std::endl << this << std::endl << " . Not setting it." << std::endl;
}
return (location >= 0);
}
bool ShaderProgram::SetUniformVec4 (const std::string &name, const Vector4& v, bool warn) const
{
int location = GetUniformLocation(name);
if (location >= 0)
{
Bind();
glUniform4fv(location, 1, &v.x);
UnBind();
}
else
{
if (warn) std::cerr << "Couldn't find uniform '" + name + "' in " <<
std::endl << this << std::endl << " . Not setting it." << std::endl;
}
return (location >= 0);
}
bool ShaderProgram::SetUniformMat4 (const std::string &name, const Matrix4& m, bool warn) const
{
int location = GetUniformLocation(name);
if (location >= 0)
{
Bind();
glUniformMatrix4fv(location, 1, GL_FALSE, m.GetFirstAddress());
UnBind();
}
else
{
if (warn) std::cerr << "Couldn't find uniform '" + name + "' in " <<
std::endl << this << std::endl << " . Not setting it." << std::endl;
}
return (location >= 0);
}
Shader *ShaderProgram::GetVertexShader() const
{
return m_vshader;
}
Shader *ShaderProgram::GetFragmentShader() const
{
return m_fshader;
}
GLint ShaderProgram::GetUniformLocation(const std::string &name) const
{
return glGetUniformLocation(m_idGL, name.c_str());
}
GLint ShaderProgram::GetAttribLocation(const std::string &name) const
{
return glGetAttribLocation(m_idGL, name.c_str());
}
const std::string ShaderProgram::ToString() const
{
std::ostringstream oss;
oss << "Shader program: " << std::endl <<
" " << m_vshader << std::endl <<
" " << m_fshader << std::endl;
return oss.str();
}
void ShaderProgram::Bind() const
{
PreBind(GL_CURRENT_PROGRAM);
glUseProgram(m_idGL);
}
void ShaderProgram::UnBind() const
{
glUseProgram(PreUnBind(GL_CURRENT_PROGRAM));
}