shader.cpp 5.1KB

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