engineer-thesis-WUT/breakout/shader.cpp

150 lines
4.4 KiB
C++

// Copyright [2023] Krzysztof Rudnicki
#ifndef BREAKOUT_SHADER_CPP
#define BREAKOUT_SHADER_CPP
#include "../breakout/shader.hpp"
#include <iostream>
Shader &Shader::Use()
{
glUseProgram(this->ID);
return *this;
}
void Shader::Compile(const char* vertexSource,
const char* fragmentSource,
const char* geometrySource) {
unsigned int sVertex, sFragment, gShader;
// vertex Shader
sVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(sVertex, 1, &vertexSource, NULL);
glCompileShader(sVertex);
checkCompileErrors(sVertex, "VERTEX");
// fragment Shader
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(sFragment, 1, &fragmentSource, NULL);
glCompileShader(sFragment);
checkCompileErrors(sFragment, "FRAGMENT");
// if geometry shader source code is given, also compile geometry shader
if (geometrySource != nullptr) {
gShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gShader, 1, &geometrySource, NULL);
glCompileShader(gShader);
checkCompileErrors(gShader, "GEOMETRY");
}
// shader program
this->ID = glCreateProgram();
glAttachShader(this->ID, sVertex);
glAttachShader(this->ID, sFragment);
if (geometrySource != nullptr)
glAttachShader(this->ID, gShader);
glLinkProgram(this->ID);
checkCompileErrors(this->ID, "PROGRAM");
// delete the shaders as they're linked into our
// program now and no longer necessary
glDeleteShader(sVertex);
glDeleteShader(sFragment);
if (geometrySource != nullptr)
glDeleteShader(gShader);
}
void Shader::SetFloat(const char *name, float value, bool useShader) {
if (useShader)
this->Use();
glUniform1f(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetInteger(const char *name, int value, bool useShader) {
if (useShader)
this->Use();
glUniform1i(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetVector2f(const char *name, float x, float y, bool useShader) {
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
}
void Shader::SetVector2f(
const char *name,
const glm::vec2 &value,
bool useShader) {
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
}
void Shader::SetVector3f(
const char *name,
float x,
float y,
float z,
bool useShader) {
if (useShader)
this->Use();
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
}
void Shader::SetVector3f(
const char *name,
const glm::vec3 &value,
bool useShader) {
if (useShader)
this->Use();
glUniform3f
(glGetUniformLocation(this->ID, name),
value.x, value.y, value.z);
}
void Shader::SetVector4f(
const char *name,
float x, float y, float z, float w, bool useShader) {
if (useShader)
this->Use();
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
}
void Shader::SetVector4f(
const char *name,
const glm::vec4 &value,
bool useShader) {
if (useShader)
this->Use();
glUniform4f(
glGetUniformLocation(this->ID, name),
value.x, value.y, value.z, value.w);
}
void Shader::SetMatrix4(
const char *name,
const glm::mat4 &matrix,
bool useShader) {
if (useShader)
this->Use();
glUniformMatrix4fv(
glGetUniformLocation(this->ID, name),
1, false, glm::value_ptr(matrix));
}
void Shader::checkCompileErrors(unsigned int object, std::string type) {
int success;
char infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::SHADER: Compile-time error: Type: "
<< type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
} else {
glGetProgramiv(object, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::Shader: Link-time error: Type: "
<< type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
}
#endif // BREAKOUT_SHADER_CPP