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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-17 18:54:26 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-17 18:54:26 +0000 |
commit | 43a87590f45aa6e55724d30d0c2d0d34b407a57e (patch) | |
tree | 21ce8e8886f8aa58b159419b7d885f57d9a37580 /shader.cpp | |
parent | Initial commit (diff) | |
download | ilt-43a87590f45aa6e55724d30d0c2d0d34b407a57e.tar.bz2 ilt-43a87590f45aa6e55724d30d0c2d0d34b407a57e.tar.xz ilt-43a87590f45aa6e55724d30d0c2d0d34b407a57e.zip |
First cut modernizing and sanitizing
Diffstat (limited to 'shader.cpp')
-rw-r--r-- | shader.cpp | 100 |
1 files changed, 41 insertions, 59 deletions
@@ -1,15 +1,20 @@ #include "shader.h"
-#include <fstream>
-#include <iostream>
-
-Shader::Shader(const std::string & fileName)
+#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 {}
{
- m_program = glCreateProgram();
- m_shaders[0] = CreateShader(LoadShader(fileName + ".vs"), GL_VERTEX_SHADER);
- m_shaders[1] = CreateShader(LoadShader(fileName + ".fs"), GL_FRAGMENT_SHADER);
-
- for (unsigned int i = 0; i < NUM_SHADERS; i++)
- glAttachShader(m_program, m_shaders[i]);
+ for (auto m_shader : m_shaders) {
+ glAttachShader(m_program, m_shader);
+ }
glBindAttribLocation(m_program, 0, "position");
glBindAttribLocation(m_program, 1, "texCoord");
@@ -19,97 +24,74 @@ Shader::Shader(const std::string & fileName) CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
glValidateProgram(m_program);
- CheckShaderError(m_program, GL_LINK_STATUS, true, "Invalid shader program");
+ CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
- m_uniforms[0] = glGetUniformLocation(m_program, "MVP");
- m_uniforms[1] = glGetUniformLocation(m_program, "Normal");
- m_uniforms[2] = glGetUniformLocation(m_program, "lightDirection");
+ m_uniforms = {glGetUniformLocation(m_program, "MVP"), glGetUniformLocation(m_program, "Normal"),
+ glGetUniformLocation(m_program, "lightDirection")};
}
Shader::~Shader()
{
- for (unsigned int i = 0; i < NUM_SHADERS; i++) {
- glDetachShader(m_program, m_shaders[i]);
- glDeleteShader(m_shaders[i]);
+ for (auto m_shader : m_shaders) {
+ glDetachShader(m_program, m_shader);
+ glDeleteShader(m_shader);
}
glDeleteProgram(m_program);
}
void
-Shader::Bind()
+Shader::Bind() const
{
glUseProgram(m_program);
}
void
-Shader::Update(const Transform & transform, const Camera & camera)
+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);
-}
-
-std::string
-Shader::LoadShader(const std::string & fileName)
-{
- std::ifstream file;
- file.open((fileName).c_str());
-
- std::string output;
- std::string line;
-
- if (file.is_open()) {
- while (file.good()) {
- getline(file, line);
- output.append(line + "\n");
- }
- }
- else {
- std::cerr << "Unable to load shader: " << fileName << std::endl;
- }
-
- return output;
+ 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;
- GLchar error[1024] = {0};
+ std::array<GLchar, 1024> error {};
- if (isProgram)
+ if (isProgram) {
glGetProgramiv(shader, flag, &success);
- else
+ }
+ else {
glGetShaderiv(shader, flag, &success);
+ }
if (success == GL_FALSE) {
- if (isProgram)
- glGetProgramInfoLog(shader, sizeof(error), NULL, error);
- else
- glGetShaderInfoLog(shader, sizeof(error), NULL, error);
+ if (isProgram) {
+ glGetProgramInfoLog(shader, error.size(), nullptr, error.data());
+ }
+ else {
+ glGetShaderInfoLog(shader, error.size(), nullptr, error.data());
+ }
- std::cerr << errorMessage << ": '" << error << "'" << std::endl;
+ throw std::runtime_error {errorMessage + ": '" + std::string {error.data(), error.size()} + "'"};
}
}
GLuint
-Shader::CreateShader(const std::string & text, unsigned int type)
+Shader::CreateShader(const GLchar * text, GLint len, unsigned int type)
{
GLuint shader = glCreateShader(type);
- if (shader == 0)
- std::cerr << "Error compiling shader type " << type << std::endl;
-
- const GLchar * p[1];
- p[0] = text.c_str();
- GLint lengths[1];
- lengths[0] = text.length();
+ if (shader == 0) {
+ throw std::runtime_error {"Error compiling shader type " + std::to_string(type)};
+ }
- glShaderSource(shader, 1, p, lengths);
+ glShaderSource(shader, 1, &text, &len);
glCompileShader(shader);
CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!");
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