From 400410fcd436d5e4310bfa779f0309c5fae5b2c2 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 16 Jan 2021 18:09:15 +0000 Subject: Initial commit Stripped back and formatted from https://github.com/BennyQBD/ModernOpenGLTutorial/ --- shader.cpp | 118 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 118 insertions(+) create mode 100644 shader.cpp (limited to 'shader.cpp') diff --git a/shader.cpp b/shader.cpp new file mode 100644 index 0000000..21098bd --- /dev/null +++ b/shader.cpp @@ -0,0 +1,118 @@ +#include "shader.h" +#include +#include + +Shader::Shader(const std::string & fileName) +{ + 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]); + + 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_LINK_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"); +} + +Shader::~Shader() +{ + for (unsigned int i = 0; i < NUM_SHADERS; i++) { + glDetachShader(m_program, m_shaders[i]); + glDeleteShader(m_shaders[i]); + } + + glDeleteProgram(m_program); +} + +void +Shader::Bind() +{ + glUseProgram(m_program); +} + +void +Shader::Update(const Transform & transform, const Camera & camera) +{ + 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; +} + +void +Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string & errorMessage) +{ + GLint success = 0; + GLchar error[1024] = {0}; + + if (isProgram) + glGetProgramiv(shader, flag, &success); + else + glGetShaderiv(shader, flag, &success); + + if (success == GL_FALSE) { + if (isProgram) + glGetProgramInfoLog(shader, sizeof(error), NULL, error); + else + glGetShaderInfoLog(shader, sizeof(error), NULL, error); + + std::cerr << errorMessage << ": '" << error << "'" << std::endl; + } +} + +GLuint +Shader::CreateShader(const std::string & text, 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(); + + glShaderSource(shader, 1, p, lengths); + glCompileShader(shader); + + CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!"); + + return shader; +} -- cgit v1.2.3