166 lines
4.8 KiB
C++
166 lines
4.8 KiB
C++
//
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// Created by lukas on 03.02.22.
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//
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#include "Shader.h"
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#include <string>
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#include <fstream>
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#include <vector>
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#include <sstream>
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#include <iostream>
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unsigned int Shader::compileShader(const char *source, unsigned int type) const {
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unsigned int shaderid = glCreateShader(type);
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// Compile Shader
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glShaderSource(shaderid, 1, &source, NULL);
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glCompileShader(shaderid);
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// Check Shader
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int Result = GL_FALSE;
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int InfoLogLength;
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
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glGetShaderInfoLog(shaderid, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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printf("%s\n", &VertexShaderErrorMessage[0]);
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return 0;
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}
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return shaderid;
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}
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void Shader::Bind() const {
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glUseProgram(mProgHandle);
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}
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unsigned Shader::getHandle() const {
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return mProgHandle;
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}
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unsigned Shader::getUniformHandle(std::string name) {
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if (uniformhandles.find(name) != uniformhandles.end()) {
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return uniformhandles[name];
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} else {
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const unsigned id = glGetUniformLocation(mProgHandle, name.c_str());
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uniformhandles[name] = id;
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return id;
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}
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}
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std::string Shader::readFile(std::string path) {
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode;
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std::ifstream VertexShaderStream(path, std::ios::in);
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if (VertexShaderStream.is_open()) {
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std::stringstream sstr;
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sstr << VertexShaderStream.rdbuf();
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VertexShaderCode = sstr.str();
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VertexShaderStream.close();
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} else {
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printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", path.c_str());
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getchar();
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return "";
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}
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return VertexShaderCode;
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}
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unsigned int Shader::loadShaderFromFile(const std::string vertex_file_path, const std::string geometry_file_path, const std::string fragment_file_path) {
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode = readFile(vertex_file_path);
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std::string FragmentShaderCode = readFile(fragment_file_path);
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std::string GeometryShaderCode = readFile("../geometry.shader");
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return loadShader(VertexShaderCode, GeometryShaderCode, FragmentShaderCode);
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}
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unsigned int Shader::loadShader(const std::string vertex_src, const std::string geometry_src, const std::string fragment_src) {
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uint VertexShaderID;
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uint GeometryShaderID;
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uint FragmentShaderID;
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if (!vertex_src.empty()) {
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// Compile Vertex Shader
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printf("Compiling vertex shader\n");
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VertexShaderID = compileShader(vertex_src.c_str(), GL_VERTEX_SHADER);
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if (VertexShaderID == 0) {
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printf("Error Compiling vertex shader\n");
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return 0;
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}
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}
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if (!geometry_src.empty()) {
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printf("Compiling geometry shader\n");
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GeometryShaderID = compileShader(geometry_src.c_str(), GL_GEOMETRY_SHADER);
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if (GeometryShaderID == 0) {
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printf("Error Compiling shader\n");
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return 0;
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}
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}
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if (!fragment_src.empty()) {
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printf("Compiling fragment shader\n");
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FragmentShaderID = compileShader(fragment_src.c_str(), GL_FRAGMENT_SHADER);
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if (FragmentShaderID == 0) {
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printf("Error Compiling shader\n");
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return 0;
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}
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}
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// Link the program
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GLint Result = GL_FALSE;
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int InfoLogLength;
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printf("Linking shader program\n");
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GLuint ProgramID = glCreateProgram();
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if (!vertex_src.empty()) {
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glAttachShader(ProgramID, VertexShaderID);
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}
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if (!geometry_src.empty()) {
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glAttachShader(ProgramID, GeometryShaderID);
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}
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if (!fragment_src.empty()) {
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glAttachShader(ProgramID, FragmentShaderID);
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}
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glLinkProgram(ProgramID);
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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printf("%s\n", &ProgramErrorMessage[0]);
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}
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// cleanup shaders
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if (!vertex_src.empty()){
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glDetachShader(ProgramID, VertexShaderID);
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glDeleteShader(VertexShaderID);
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}
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if (!geometry_src.empty()){
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glDetachShader(ProgramID, GeometryShaderID);
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glDeleteShader(GeometryShaderID);
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}
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if (!fragment_src.empty()){
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glDetachShader(ProgramID, FragmentShaderID);
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glDeleteShader(FragmentShaderID);
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}
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mProgHandle = ProgramID;
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return ProgramID;
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}
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