From 43a87590f45aa6e55724d30d0c2d0d34b407a57e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 17 Jan 2021 18:54:26 +0000 Subject: First cut modernizing and sanitizing --- shader.cpp | 100 +++++++++++++++++++++++++------------------------------------ 1 file changed, 41 insertions(+), 59 deletions(-) (limited to 'shader.cpp') diff --git a/shader.cpp b/shader.cpp index 21098bd..4d9f43b 100644 --- a/shader.cpp +++ b/shader.cpp @@ -1,15 +1,20 @@ #include "shader.h" -#include -#include - -Shader::Shader(const std::string & fileName) +#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 {} { - 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 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!"); -- cgit v1.2.3