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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-17 19:36:30 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-17 22:16:48 +0000 |
commit | 0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c (patch) | |
tree | 68a80976a247836bbb1eecc835af437e3489fbb7 /shader.cpp | |
parent | First cut modernizing and sanitizing (diff) | |
download | ilt-0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c.tar.bz2 ilt-0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c.tar.xz ilt-0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c.zip |
Big reshuffle
Fixes code quality warnings now picked up.
Diffstat (limited to 'shader.cpp')
-rw-r--r-- | shader.cpp | 100 |
1 files changed, 0 insertions, 100 deletions
diff --git a/shader.cpp b/shader.cpp deleted file mode 100644 index 4d9f43b..0000000 --- a/shader.cpp +++ /dev/null @@ -1,100 +0,0 @@ -#include "shader.h"
-#include "transform.h"
-#include <glm/glm.hpp>
-#include <res/fs-basicShader.h>
-#include <res/vs-basicShader.h>
-#include <stdexcept>
-
-Shader::Shader(const std::string &) :
- m_program {glCreateProgram()}, m_shaders {CreateShader(
- (GLchar *)(basicShader_vs), basicShader_vs_len, GL_VERTEX_SHADER),
- CreateShader(
- (GLchar *)basicShader_fs, basicShader_fs_len, GL_FRAGMENT_SHADER)},
- m_uniforms {}
-{
- for (auto m_shader : m_shaders) {
- glAttachShader(m_program, m_shader);
- }
-
- glBindAttribLocation(m_program, 0, "position");
- glBindAttribLocation(m_program, 1, "texCoord");
- glBindAttribLocation(m_program, 2, "normal");
-
- glLinkProgram(m_program);
- CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
-
- glValidateProgram(m_program);
- CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
-
- m_uniforms = {glGetUniformLocation(m_program, "MVP"), glGetUniformLocation(m_program, "Normal"),
- glGetUniformLocation(m_program, "lightDirection")};
-}
-
-Shader::~Shader()
-{
- for (auto m_shader : m_shaders) {
- glDetachShader(m_program, m_shader);
- glDeleteShader(m_shader);
- }
-
- glDeleteProgram(m_program);
-}
-
-void
-Shader::Bind() const
-{
- glUseProgram(m_program);
-}
-
-void
-Shader::Update(const Transform & transform, const Camera & camera) const
-{
- glm::mat4 MVP = transform.GetMVP(camera);
- glm::mat4 Normal = transform.GetModel();
-
- glUniformMatrix4fv(m_uniforms[0], 1, GL_FALSE, &MVP[0][0]);
- glUniformMatrix4fv(m_uniforms[1], 1, GL_FALSE, &Normal[0][0]);
- glUniform3f(m_uniforms[2], 0.0F, 0.0F, 1.0F);
-}
-
-void
-Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string & errorMessage)
-{
- GLint success = 0;
- std::array<GLchar, 1024> error {};
-
- if (isProgram) {
- glGetProgramiv(shader, flag, &success);
- }
- else {
- glGetShaderiv(shader, flag, &success);
- }
-
- if (success == GL_FALSE) {
- if (isProgram) {
- glGetProgramInfoLog(shader, error.size(), nullptr, error.data());
- }
- else {
- glGetShaderInfoLog(shader, error.size(), nullptr, error.data());
- }
-
- throw std::runtime_error {errorMessage + ": '" + std::string {error.data(), error.size()} + "'"};
- }
-}
-
-GLuint
-Shader::CreateShader(const GLchar * text, GLint len, unsigned int type)
-{
- GLuint shader = glCreateShader(type);
-
- if (shader == 0) {
- throw std::runtime_error {"Error compiling shader type " + std::to_string(type)};
- }
-
- glShaderSource(shader, 1, &text, &len);
- glCompileShader(shader);
-
- CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!");
-
- return shader;
-}
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