#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; }