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#include "shader.h"
#include <array>
#include <gfx/gl/shaders/fs-basicShader.h>
#include <gfx/gl/shaders/vs-basicShader.h>
#include <glm/glm.hpp>
#include <stdexcept>
#include <string>
Shader::Shader() : viewProjection_uniform {}, model_uniform {}, lightDir_uniform {}
{
glAttachShader(m_program, Source {{basicShader_vs, basicShader_vs_len}, GL_VERTEX_SHADER}.id);
glAttachShader(m_program, Source {{basicShader_fs, basicShader_fs_len}, GL_FRAGMENT_SHADER}.id);
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");
lightDir_uniform = glGetUniformLocation(m_program, "lightDirection");
}
void
Shader::Bind() const
{
glUseProgram(m_program);
}
void
Shader::setView(glm::mat4 proj) const
{
glUniformMatrix4fv(viewProjection_uniform, 1, GL_FALSE, &proj[0][0]);
const glm::vec3 lightDir = glm::normalize(glm::vec3 {1, -1, 0});
glUniform3fv(lightDir_uniform, 1, &lightDir[0]);
}
void
Shader::setModel(glm::mat4 model) const
{
glUniformMatrix4fv(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()} + "'"};
}
}
Shader::Source::Source(const std::basic_string_view<unsigned char> text, GLuint type) :
Source {(const GLchar *)(text.data()), (GLint)(text.length()), type}
{
}
Shader::Source::Source(const GLchar * text, GLint len, unsigned int type) : id {type}
{
glShaderSource(id, 1, &text, &len);
glCompileShader(id);
CheckShaderError(id, GL_COMPILE_STATUS, false, "Error compiling shader!");
}
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