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ShaderProgram.cpp
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258 lines (214 loc) · 7.91 KB
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#include "ShaderProgram.h"
ShaderProgram::ShaderProgram(const std::unordered_map<GLenum, std::string> &inputShaders)
{
shaderProgram = glCreateProgram();
if (inputShaders.find(GL_VERTEX_SHADER) != inputShaders.end())
{
shaderObjects[GL_VERTEX_SHADER] = LoadShaderObject(GL_VERTEX_SHADER, inputShaders.at(GL_VERTEX_SHADER));
glAttachShader(shaderProgram, shaderObjects[GL_VERTEX_SHADER]);
}
if (inputShaders.find(GL_FRAGMENT_SHADER) != inputShaders.end())
{
shaderObjects[GL_FRAGMENT_SHADER] = LoadShaderObject(GL_FRAGMENT_SHADER, inputShaders.at(GL_FRAGMENT_SHADER));
glAttachShader(shaderProgram, shaderObjects[GL_FRAGMENT_SHADER]);
}
if (inputShaders.find(GL_GEOMETRY_SHADER) != inputShaders.end())
{
shaderObjects[GL_GEOMETRY_SHADER] = LoadShaderObject(GL_GEOMETRY_SHADER, inputShaders.at(GL_GEOMETRY_SHADER));
glAttachShader(shaderProgram, shaderObjects[GL_GEOMETRY_SHADER]);
}
if (inputShaders.find(GL_TESS_CONTROL_SHADER) != inputShaders.end())
{
shaderObjects[GL_TESS_CONTROL_SHADER] = LoadShaderObject(GL_TESS_CONTROL_SHADER,
inputShaders.at(GL_TESS_CONTROL_SHADER));
glAttachShader(shaderProgram, shaderObjects[GL_TESS_CONTROL_SHADER]);
}
if (inputShaders.find(GL_TESS_EVALUATION_SHADER) != inputShaders.end())
{
shaderObjects[GL_TESS_EVALUATION_SHADER] = LoadShaderObject(GL_TESS_EVALUATION_SHADER,
inputShaders.at(GL_TESS_EVALUATION_SHADER));
glAttachShader(shaderProgram, shaderObjects[GL_TESS_EVALUATION_SHADER]);
}
if (inputShaders.find(GL_COMPUTE_SHADER) != inputShaders.end())
{
shaderObjects[GL_COMPUTE_SHADER] = LoadShaderObject(GL_COMPUTE_SHADER, inputShaders.at(GL_COMPUTE_SHADER));
glAttachShader(shaderProgram, shaderObjects[GL_COMPUTE_SHADER]);
}
glLinkProgram(shaderProgram);
GLint linkStatus;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
GLchar infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cerr << "Shader program linking failed\n" << infoLog << std::endl;
shaderProgram = 0;
}
}
void ShaderProgram::Release()
{
if (shaderObjects.find(GL_VERTEX_SHADER) != shaderObjects.end())
{
glDetachShader(shaderProgram, shaderObjects[GL_VERTEX_SHADER]);
glDeleteShader(shaderObjects[GL_VERTEX_SHADER]);
}
if (shaderObjects.find(GL_FRAGMENT_SHADER) != shaderObjects.end())
{
glDetachShader(shaderProgram, shaderObjects[GL_FRAGMENT_SHADER]);
glDeleteShader(shaderObjects[GL_FRAGMENT_SHADER]);
}
if (shaderObjects.find(GL_GEOMETRY_SHADER) != shaderObjects.end())
{
glDetachShader(shaderProgram, shaderObjects[GL_GEOMETRY_SHADER]);
glDeleteShader(shaderObjects[GL_GEOMETRY_SHADER]);
}
if (shaderObjects.find(GL_TESS_CONTROL_SHADER) != shaderObjects.end())
{
glDetachShader(shaderProgram, shaderObjects[GL_TESS_CONTROL_SHADER]);
glDeleteShader(shaderObjects[GL_TESS_CONTROL_SHADER]);
}
if (shaderObjects.find(GL_TESS_EVALUATION_SHADER) != shaderObjects.end())
{
glDetachShader(shaderProgram, shaderObjects[GL_TESS_EVALUATION_SHADER]);
glDeleteShader(shaderObjects[GL_TESS_EVALUATION_SHADER]);
}
if (shaderObjects.find(GL_COMPUTE_SHADER) != shaderObjects.end())
{
glDetachShader(shaderProgram, shaderObjects[GL_COMPUTE_SHADER]);
glDeleteShader(shaderObjects[GL_COMPUTE_SHADER]);
}
glDeleteProgram(shaderProgram);
}
bool ShaderProgram::reLink()
{
GLint linked;
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint logLength, charsWritten;
glGetProgramiv(this->shaderProgram, GL_INFO_LOG_LENGTH, &logLength);
auto log = new char[logLength];
glGetProgramInfoLog(this->shaderProgram, logLength, &charsWritten, log);
std::cerr << "Shader program link error: " << std::endl << log << std::endl;
delete[] log;
shaderProgram = 0;
return false;
}
return true;
}
GLuint ShaderProgram::LoadShaderObject(GLenum type, const std::string &filename)
{
std::ifstream fs(filename);
if (!fs.is_open())
{
std::cerr << "ERROR: Could not read shader from " << filename << std::endl;
return 0;
}
std::string shaderText((std::istreambuf_iterator<char>(fs)), std::istreambuf_iterator<char>());
GLuint newShaderObject = glCreateShader(type);
const char *shaderSrc = shaderText.c_str();
glShaderSource(newShaderObject, 1, &shaderSrc, nullptr);
glCompileShader(newShaderObject);
GLint compileStatus;
glGetShaderiv(newShaderObject, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE)
{
GLchar infoLog[512];
glGetShaderInfoLog(newShaderObject, 512, nullptr, infoLog);
std::cerr << "Shader compilation failed : " << std::endl << infoLog << std::endl;
return 0;
}
return newShaderObject;
}
void ShaderProgram::StartUseShader() const
{
glUseProgram(shaderProgram);
}
void ShaderProgram::StopUseShader() const
{
glUseProgram(0);
}
void ShaderProgram::SetUniform(const std::string &location, const float4x4 &value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str()); GL_CHECK_ERRORS;
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
glUniformMatrix4fv(uniformLocation, 1, GL_FALSE, value.L()); GL_CHECK_ERRORS;
}
void ShaderProgram::SetUniform(const std::string &location, int value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str());
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
glUniform1i(uniformLocation, value);
}
void ShaderProgram::SetUniform(const std::string &location, unsigned int value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str());
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
glUniform1ui(uniformLocation, value);
}
void ShaderProgram::SetUniform(const std::string &location, float value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str());
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
glUniform1f(uniformLocation, value);
}
void ShaderProgram::SetUniform(const std::string &location, double value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str());
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
glUniform1d(uniformLocation, value);
}
void ShaderProgram::SetUniform(const std::string &location, const float4 &value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str());
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
float val[] = { value.x, value.y, value.z, value.w };
glUniform4fv(uniformLocation, 1, val);
}
void ShaderProgram::SetUniform(const std::string &location, const float3 &value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str());
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
float val[] = { value.x, value.y, value.z };
glUniform3fv(uniformLocation, 1, val);
}
void ShaderProgram::SetUniform(const std::string &location, const float2 &value) const
{
GLint uniformLocation = glGetUniformLocation(shaderProgram, location.c_str());
if (uniformLocation == -1)
{
std::cerr << "Uniform " << location << " not found" << std::endl;
return;
}
float val[] = { value.x, value.y };
glUniform2fv(uniformLocation, 1, val);
}