shader.cpp 5.4KB

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  1. #include "shader.hpp"
  2. Shader::Shader( std::string vert, std::string frag) {
  3. vert = resource->getRealPath(vert);
  4. frag = resource->getRealPath(frag);
  5. m_good = false;
  6. // Create the program to link to.
  7. m_program = glCreateProgram();
  8. std::ifstream v( vert.c_str() );
  9. std::string vert_contents((std::istreambuf_iterator<char>(v)),
  10. std::istreambuf_iterator<char>());
  11. std::ifstream f( frag.c_str() );
  12. std::string frag_contents((std::istreambuf_iterator<char>(f)),
  13. std::istreambuf_iterator<char>());
  14. const char* vertsrc = vert_contents.c_str();
  15. const char* fragsrc = frag_contents.c_str();
  16. if ( vert_contents.length() <= 0 ) {
  17. std::string errstring = "Failed to open file (or is empty) `" + vert + "`.\n";
  18. throw new std::runtime_error(errstring);
  19. }
  20. if ( frag_contents.length() <= 0 ) {
  21. std::string errstring = "Failed to open file (or is empty) `" + frag + "`.\n";
  22. throw new std::runtime_error(errstring);
  23. }
  24. // Compile both shaders.
  25. unsigned int vertShader = glCreateShader( GL_VERTEX_SHADER );
  26. glShaderSource( vertShader, 1, &vertsrc , NULL );
  27. std::string errortxt;
  28. int err = compile( vertShader, errortxt );
  29. if ( err ) {
  30. std::string errstring = "Failed to compile shader `" + vert + "`:\n" + errortxt;
  31. throw new std::runtime_error(errstring);
  32. glDeleteShader( vertShader );
  33. return;
  34. }
  35. unsigned int fragShader = glCreateShader( GL_FRAGMENT_SHADER );
  36. glShaderSource( fragShader, 1, &fragsrc, NULL );
  37. err = compile( fragShader, errortxt );
  38. if ( err ) {
  39. std::string errstring = "Failed to compile shader `" + frag + "`:\n" + errortxt;
  40. throw new std::runtime_error(errstring);
  41. glDeleteShader( vertShader );
  42. glDeleteShader( fragShader );
  43. return;
  44. }
  45. // Then attempt to link them to this shader.
  46. err = link( vertShader, fragShader, errortxt );
  47. if ( err ) {
  48. std::string errstring = "Failed to link shader `" + vert + "` and `" + frag + "`:\n" + errortxt;
  49. throw new std::runtime_error(errstring);
  50. glDeleteShader( vertShader );
  51. glDeleteShader( fragShader );
  52. return;
  53. }
  54. // Clean up :)
  55. glDeleteShader( vertShader );
  56. glDeleteShader( fragShader );
  57. m_good = true;
  58. glUseProgram( 0 );
  59. }
  60. Shader::~Shader() {
  61. glDeleteProgram( m_program );
  62. }
  63. unsigned int Shader::getProgram() {
  64. return m_program;
  65. }
  66. void Shader::bind() {
  67. glUseProgram( m_program );
  68. }
  69. int Shader::compile( unsigned int shader, std::string& error ) {
  70. glCompileShader( shader );
  71. // Compiling the shader is the easy part, all this junk down here is for printing the error it might generate.
  72. int result = GL_FALSE;
  73. int logLength;
  74. glGetShaderiv( shader, GL_COMPILE_STATUS, &result );
  75. glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLength );
  76. if ( result == GL_FALSE ) {
  77. char* errormsg = new char[ logLength ];
  78. glGetShaderInfoLog( shader, logLength, NULL, errormsg );
  79. error = errormsg;
  80. delete[] errormsg;
  81. return 1;
  82. }
  83. return 0;
  84. }
  85. int Shader::link( unsigned int vertshader, unsigned int fragshader, std::string& error ) {
  86. glAttachShader( m_program, vertshader );
  87. glAttachShader( m_program, fragshader );
  88. glLinkProgram( m_program );
  89. // Linking the shader is the easy part, all this junk down here is for printing the error it might generate.
  90. int result = GL_FALSE;
  91. int logLength;
  92. glGetProgramiv( m_program, GL_LINK_STATUS, &result);
  93. glGetProgramiv( m_program, GL_INFO_LOG_LENGTH, &logLength);
  94. if ( result == GL_FALSE ) {
  95. char* errormsg = new char[ logLength ];
  96. glGetProgramInfoLog( m_program, logLength, NULL, errormsg );
  97. error = errormsg;
  98. delete[] errormsg;
  99. return 1;
  100. }
  101. return 0;
  102. }
  103. unsigned int Shader::getUniformLocation( std::string name ) {
  104. if ( !m_good ) {
  105. return 0;
  106. }
  107. glUseProgram( m_program );
  108. return glGetUniformLocation( m_program, name.c_str() );
  109. }
  110. void Shader::setParameter( std::string name, int foo ) {
  111. if ( !m_good ) {
  112. return;
  113. }
  114. glUniform1i( getUniformLocation( name ), foo );
  115. }
  116. void Shader::setParameter( std::string name, float foo ) {
  117. if ( !m_good ) {
  118. return;
  119. }
  120. glUniform1f( getUniformLocation( name ), foo );
  121. }
  122. void Shader::setParameter( std::string name, glm::mat4& foo ) {
  123. if ( !m_good ) {
  124. return;
  125. }
  126. glUniformMatrix4fv( getUniformLocation( name ), 1, GL_FALSE, glm::value_ptr( foo ) );
  127. }
  128. void Shader::setParameter( std::string name, glm::vec4 foo ) {
  129. if ( !m_good ) {
  130. return;
  131. }
  132. glUniform4f( getUniformLocation( name ), foo.x, foo.y, foo.z, foo.w );
  133. }
  134. void Shader::setParameter( std::string name, glm::vec2 foo ) {
  135. if ( !m_good ) {
  136. return;
  137. }
  138. glUniform2f( getUniformLocation( name ), foo.x, foo.y );
  139. }
  140. void Shader::setAttribute( std::string name, unsigned int buffer, unsigned int stepsize ) {
  141. unsigned int a = glGetAttribLocation( m_program, name.c_str() );
  142. glEnableVertexAttribArray( a );
  143. glBindBuffer( GL_ARRAY_BUFFER, buffer );
  144. glVertexAttribPointer( a, stepsize, GL_FLOAT, GL_FALSE, 0, NULL );
  145. m_activeattribs.push_back( a );
  146. }
  147. void Shader::unbind() {
  148. for ( unsigned int i=0; i<m_activeattribs.size(); i++ ) {
  149. glDisableVertexAttribArray( m_activeattribs[i] );
  150. }
  151. m_activeattribs.clear();
  152. glUseProgram( 0 );
  153. }