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Shader.cpp
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Shader.cpp
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#pragma once
#include "Shader.h"
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#include "Renderer.h"
Shader::Shader(const std::string& filepath) : m_FilePath(filepath), m_RendererID(0)
{
ShaderProgramSource source = ParseShader(filepath);
m_RendererID = CreateShader(source.VertexSource, source.FragmentSource);
}
Shader::~Shader()
{
GLCall(glDeleteProgram(m_RendererID));
}
ShaderProgramSource Shader::ParseShader(const std::string& filepath)
{
std::ifstream stream(filepath);
enum class ShaderType
{
NONE = -1, VERTEX = 0, FRAGMENT = 1
};
std::string line;
std::stringstream ss[2];
ShaderType type = ShaderType::NONE;
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos)
{
if (line.find("vertex") != std::string::npos)
{
type = ShaderType::VERTEX;
}
else if (line.find("fragment") != std::string::npos)
{
type = ShaderType::FRAGMENT;
}
}
else
{
ss[(int)type] << line << '\n';
}
}
return { ss[0].str(), ss[1].str() };
}
unsigned int Shader::CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
GLCall(glShaderSource(id, 1, &src, nullptr));
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
unsigned int Shader::CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
void Shader::Bind() const
{
GLCall(glUseProgram(m_RendererID));
}
void Shader::Unbind() const
{
GLCall(glUseProgram(0));
}
void Shader::SetUniform1i(const std::string& name, int value)
{
GLCall(glUniform1i(GetUniformLocation(name), value));
}
void Shader::SetUniform1f(const std::string& name, float value)
{
GLCall(glUniform1f(GetUniformLocation(name), value));
}
void Shader::SetUniform4f(const std::string& name, float v0, float v1, float v2, float v3)
{
GLCall(glUniform4f(GetUniformLocation(name), v0, v1, v2, v3));
}
int Shader::GetUniformLocation(const std::string& name)
{
if (m_UniformLocationCache.find(name) != m_UniformLocationCache.end())
{
return m_UniformLocationCache[name];
}
GLCall(int location = glGetUniformLocation(m_RendererID, name.c_str()));
if (location == -1)
{
std::cout << "Warning: uniform " << name << " doesn't exist" << std::endl;
}
else
{
m_UniformLocationCache[name] = location;
}
return location;
}