-
Notifications
You must be signed in to change notification settings - Fork 0
/
shader.cpp
115 lines (95 loc) · 2.65 KB
/
shader.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
#include"shader.h"
static ShaderSource parse_shader(const std::string& filepath);
static unsigned int compile_shader(const unsigned int type, const std::string& source);
static unsigned int link_program(const unsigned int vertexshader, const unsigned int fragmentshader);
Shader::Shader(const std::string& filepath)
{
src = parse_shader("res/shaders/projection.shader");
unsigned int vertexshader = compile_shader(GL_VERTEX_SHADER, src.vertexshader);
unsigned int fragmentshader = compile_shader(GL_FRAGMENT_SHADER, src.fragmentshader);
id = link_program(vertexshader, fragmentshader);
glDeleteShader(vertexshader);
glDeleteShader(fragmentshader);
}
Shader::~Shader()
{
}
void Shader::use()
{
glUseProgram(id);
}
unsigned int Shader::get_id()
{
return id;
}
void Shader::set_int(const int num, const char* name)
{
glUniform1i(glGetUniformLocation(id, name), num);
}
void Shader::set_mat4(const glm::mat4 &mat, const char* name)
{
glUniformMatrix4fv(glGetUniformLocation(id, name), 1, GL_FALSE, &mat[0][0]);
}
static ShaderSource parse_shader(const std::string& filepath)
{
std::ifstream stream(filepath);
std::string line;
std::stringstream ss[2];
enum class ShaderType {
NONE = -1,
VERTEX = 0,
FRAGMENT = 1
};
ShaderType type = ShaderType::NONE;
while(getline(stream, line))
{
if(line.find("#shader") != std::string::npos)
{
if(line.find("vertex") != std::string::npos)
{
type = ShaderType::VERTEX;
}
else if(line.find("fragment") != std::string::npos)
{
type = ShaderType::FRAGMENT;
}
}
else
{
ss[(int)type] << line << std::endl;
}
}
return {ss[0].str(), ss[1].str()};
}
static unsigned int compile_shader(const unsigned int type, const std::string& source)
{
unsigned int shader = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
int success;
char infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
}
return shader;
}
static unsigned int link_program(const unsigned int vertexshader, const unsigned int fragmentshader)
{
int shaderprogram = glCreateProgram();
glAttachShader(shaderprogram, vertexshader);
glAttachShader(shaderprogram, fragmentshader);
glLinkProgram(shaderprogram);
int success;
char infoLog[512];
glGetProgramiv(shaderprogram, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderprogram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED" << infoLog << std::endl;
}
return shaderprogram;
}