engineer-thesis-WUT/breakout/shader.cpp

141 lines
4.4 KiB
C++

// Copyright [2023] Krzysztof Rudnicki
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_CPP
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_CPP
#include "../breakout/shader.hpp"
auto Shader::Use() -> Shader & {
glUseProgram(this->ID);
return *this;
}
void Shader::Compile(const char *vertexSource, const char *fragmentSource,
const char *geometrySource) {
unsigned int sVertex;
unsigned int sFragment;
unsigned int gShader;
// vertex Shader
sVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(sVertex, 1, &vertexSource, nullptr);
glCompileShader(sVertex);
checkCompileErrors(sVertex, "VERTEX");
// fragment Shader
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(sFragment, 1, &fragmentSource, nullptr);
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, nullptr);
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, 0u,
glm::value_ptr(matrix));
}
void Shader::checkCompileErrors(unsigned int object, const std::string &type) {
int success = 0;
char infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(object, 1024, nullptr, infoLog);
std::cout
<< "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
} else {
glGetProgramiv(object, GL_LINK_STATUS, &success);
if (success == 0) {
glGetProgramInfoLog(object, 1024, nullptr, infoLog);
std::cout
<< "| ERROR::Shader: Link-time error: Type: " << type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
}
#endif