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- #include "shader.hpp"
-
- slop::Shader::Shader( std::string name, std::string vert, std::string frag, std::string type ) {
- m_name = name;
- // Set up the type of the shader, this is read by render to know what kind of matricies it needs.
- if ( type == "perspective" ) {
- m_type = 0;
- } else if ( type == "orthographic" ) {
- m_type = 1;
- } else {
- m_type = -1;
- }
- m_good = false;
- // Create the program to link to.
- m_program = glCreateProgram();
-
- std::ifstream v( vert.c_str() );
- std::string vert_contents((std::istreambuf_iterator<char>(v)),
- std::istreambuf_iterator<char>());
- std::ifstream f( frag.c_str() );
- std::string frag_contents((std::istreambuf_iterator<char>(f)),
- std::istreambuf_iterator<char>());
-
- const char* vertsrc = vert_contents.c_str();
- const char* fragsrc = frag_contents.c_str();
-
- // Compile both shaders.
- unsigned int vertShader = glCreateShader( GL_VERTEX_SHADER );
- glShaderSource( vertShader, 1, &vertsrc , NULL );
- int err = compile( vertShader );
-
- if ( err ) {
- fprintf( stderr, "Failed to compile shader %s.\n", vert.c_str() );
- glDeleteShader( vertShader );
- return;
- }
-
- unsigned int fragShader = glCreateShader( GL_FRAGMENT_SHADER );
- glShaderSource( fragShader, 1, &fragsrc, NULL );
- err = compile( fragShader );
- if ( err ) {
- fprintf( stderr, "Failed to compile shader %s.\n", frag.c_str() );
- glDeleteShader( vertShader );
- glDeleteShader( fragShader );
- return;
- }
-
-
- // Then attempt to link them to this shader.
- err = link( vertShader, fragShader );
- if ( err ) {
- fprintf( stderr, "Failed to link shader %s.\n", name.c_str() );
- glDeleteShader( vertShader );
- glDeleteShader( fragShader );
- return;
- }
-
- // Clean up :)
- glDeleteShader( vertShader );
- glDeleteShader( fragShader );
- m_good = true;
- glUseProgram( 0 );
- }
-
- slop::Shader::~Shader() {
- glDeleteProgram( m_program );
- }
-
- unsigned int slop::Shader::getProgram() {
- return m_program;
- }
-
- void slop::Shader::bind() {
- glUseProgram( m_program );
- }
-
- int slop::Shader::compile( unsigned int shader ) {
- glCompileShader( shader );
-
- // Compiling the shader is the easy part, all this junk down here is for printing the error it might generate.
- int result;
- int logLength;
- glGetShaderiv( shader, GL_COMPILE_STATUS, &result );
- glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLength );
- if ( result == GL_FALSE ) {
- char* errormsg = new char[ logLength ];
- glGetShaderInfoLog( shader, logLength, NULL, errormsg );
- fprintf( stderr, "%s\n", errormsg );
- delete[] errormsg;
- return 1;
- }
- return 0;
- }
-
- int slop::Shader::link( unsigned int vertshader, unsigned int fragshader ) {
- glAttachShader( m_program, vertshader );
- glAttachShader( m_program, fragshader );
- glLinkProgram( m_program );
-
- // Linking the shader is the easy part, all this junk down here is for printing the error it might generate.
- int result;
- int logLength;
- glGetProgramiv( m_program, GL_LINK_STATUS, &result);
- glGetProgramiv( m_program, GL_INFO_LOG_LENGTH, &logLength);
- if ( result == GL_FALSE ) {
- char* errormsg = new char[ logLength ];
- glGetProgramInfoLog( m_program, logLength, NULL, errormsg );
- fprintf( stderr, "%s\n", errormsg );
- delete[] errormsg;
- return 1;
- }
- return 0;
- }
-
- unsigned int slop::Shader::getUniformLocation( std::string name ) {
- if ( !m_good ) {
- return 0;
- }
- glUseProgram( m_program );
- return glGetUniformLocation( m_program, name.c_str() );
- }
-
- void slop::Shader::setParameter( std::string name, int foo ) {
- if ( !m_good ) {
- return;
- }
- glUniform1i( getUniformLocation( name ), foo );
- }
-
- void slop::Shader::setParameter( std::string name, float foo ) {
- if ( !m_good ) {
- return;
- }
- glUniform1f( getUniformLocation( name ), foo );
- }
-
- void slop::Shader::setParameter( std::string name, glm::mat4 foo ) {
- if ( !m_good ) {
- return;
- }
- glUniformMatrix4fv( getUniformLocation( name ), 1, GL_FALSE, glm::value_ptr( foo ) );
- }
-
- void slop::Shader::setParameter( std::string name, glm::vec4 foo ) {
- if ( !m_good ) {
- return;
- }
- glUniform4f( getUniformLocation( name ), foo.x, foo.y, foo.z, foo.w );
- }
-
- void slop::Shader::setParameter( std::string name, glm::vec2 foo ) {
- if ( !m_good ) {
- return;
- }
- glUniform2f( getUniformLocation( name ), foo.x, foo.y );
- }
-
- void slop::Shader::setAttribute( std::string name, unsigned int buffer, unsigned int stepsize ) {
- unsigned int a = glGetAttribLocation( m_program, name.c_str() );
- glEnableVertexAttribArray( a );
- glBindBuffer( GL_ARRAY_BUFFER, buffer );
- glVertexAttribPointer( a, stepsize, GL_FLOAT, GL_FALSE, 0, NULL );
- m_activeattribs.push_back( a );
- }
-
- void slop::Shader::unbind() {
- for ( unsigned int i=0; i<m_activeattribs.size(); i++ ) {
- glDisableVertexAttribArray( m_activeattribs[i] );
- }
- m_activeattribs.clear();
- glUseProgram( 0 );
- }
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