From 0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 17 Jan 2021 19:36:30 +0000 Subject: Big reshuffle Fixes code quality warnings now picked up. --- gfx/gl/shader.cpp | 100 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 100 insertions(+) create mode 100644 gfx/gl/shader.cpp (limited to 'gfx/gl/shader.cpp') diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp new file mode 100644 index 0000000..33fdf61 --- /dev/null +++ b/gfx/gl/shader.cpp @@ -0,0 +1,100 @@ +#include "shader.h" +#include "transform.h" +#include +#include +#include +#include + +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 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; +} -- cgit v1.2.3