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#include "shader.h"
#include "transform.h"
#include <glm/glm.hpp>
#include <res/fs-basicShader.h>
#include <res/vs-basicShader.h>
#include <stdexcept>
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<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 {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;
}
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