Files
coding-game/src/renderer/shader.cpp

133 lines
3.6 KiB
C++

#include "renderer/shader.h"
Shader::Shader()
{
}
Shader::~Shader()
{
}
void Shader::init(const std::string &vertexCode, const std::string &fragmentCode)
{
m_vertexCode = vertexCode;
m_fragmentCode = fragmentCode;
compile();
link();
}
void Shader::use()
{
glUseProgram(m_id);
}
void Shader::setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(m_id, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(m_id, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(m_id, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(m_id, name.c_str()), 1, &value[0]);
}
void Shader::setVec2(const std::string &name, float x, float y) const
{
glUniform2f(glGetUniformLocation(m_id, name.c_str()), x, y);
}
void Shader::setVec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(m_id, name.c_str()), 1, &value[0]);
}
void Shader::setVec3(const std::string &name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(m_id, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string &name, const glm::vec4 &value) const
{
glUniform4fv(glGetUniformLocation(m_id, name.c_str()), 1, &value[0]);
}
void Shader::setVec4(const std::string &name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(m_id, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string &name, const glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(m_id, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::setMat3(const std::string &name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(m_id, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::setMat4(const std::string &name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(m_id, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::compile()
{
const char *vsCode = m_vertexCode.c_str();
m_vertexId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(m_vertexId, 1, &vsCode, NULL);
glCompileShader(m_vertexId);
checkCompileError(m_vertexId, "Vertex Shader");
const char *fsCode = m_fragmentCode.c_str();
m_fragmentId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_fragmentId, 1, &fsCode, NULL);
glCompileShader(m_fragmentId);
checkCompileError(m_fragmentId, "Fragment Shader");
}
void Shader::link()
{
m_id = glCreateProgram();
glAttachShader(m_id, m_vertexId);
glAttachShader(m_id, m_fragmentId);
glLinkProgram(m_id);
checkLinkingError();
glDeleteShader(m_vertexId);
glDeleteShader(m_fragmentId);
}
void Shader::checkCompileError(unsigned int shader, const std::string type)
{
int success;
char infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "Shader: Error compiling " << type << ":" << std::endl
<< infoLog
<< std::endl;
}
}
void Shader::checkLinkingError()
{
int success;
char infoLog[1024];
glGetProgramiv(m_id, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(m_id, 1024, NULL, infoLog);
std::cout << "Shader: Error linking shader program: " << std::endl
<< infoLog
<< std::endl;
}
}