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#include "shader.h"
#include "gfx/gl/shader-source.h"
#include <array>
#include <gfx/gl/shaders/fs-basicShader.h>
#include <gfx/gl/shaders/fs-landmassShader.h>
#include <gfx/gl/shaders/fs-waterShader.h>
#include <gfx/gl/shaders/vs-basicShader.h>
#include <gfx/gl/shaders/vs-landmassShader.h>
#include <gfx/gl/shaders/vs-waterShader.h>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <location.hpp>
#include <maths.h>
#include <stdexcept>
#include <string>
Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : viewProjection_uniform {}, model_uniform {}
{
glAttachShader(m_program, vs);
glAttachShader(m_program, fs);
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");
viewProjection_uniform = glGetUniformLocation(m_program, "viewProjection");
model_uniform = glGetUniformLocation(m_program, "model");
}
Shader::Shader() :
programs {{{
basicShader_vs.compile(),
basicShader_fs.compile(),
},
{
waterShader_vs.compile(),
waterShader_fs.compile(),
},
{
landmassShader_vs.compile(),
landmassShader_fs.compile(),
}}}
{
}
void
Shader::setView(glm::mat4 proj) const
{
for (const auto & prog : programs) {
glUseProgram(prog.m_program);
glUniformMatrix4fv(prog.viewProjection_uniform, 1, GL_FALSE, &proj[0][0]);
}
}
void
Shader::setUniform(const GLchar * uniform, glm::vec3 v) const
{
for (const auto & prog : programs) {
if (auto loc = glGetUniformLocation(prog.m_program, uniform); loc >= 0) {
glUseProgram(prog.m_program);
glUniform3fv(loc, 1, &v[0]);
}
}
}
void
Shader::setModel(const Location & loc, Program pid) const
{
auto & prog = programs[(int)pid];
glUseProgram(prog.m_program);
if (prog.model_uniform >= 0) {
const auto model {glm::translate(loc.pos) * rotate_ypr(loc.rot)};
glUniformMatrix4fv(prog.model_uniform, 1, GL_FALSE, &model[0][0]);
}
}
void
Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string_view errorMessage)
{
GLint success = 0;
std::array<GLchar, 1024> 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 {std::string {errorMessage} + ": '" + std::string {error.data(), error.size()} + "'"};
}
}
GLsource::ShaderRef
GLsource::compile() const
{
ShaderRef id {type};
glShaderSource(id, 1, &text, &len);
glCompileShader(id);
Shader::CheckShaderError(id, GL_COMPILE_STATUS, false, "Error compiling shader!");
return id;
}
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