openblocks/core/src/rendering/shader.cpp

117 lines
3.6 KiB
C++

#include <fstream>
#include <GL/glew.h>
#include <GL/gl.h>
#include <glm/gtc/type_ptr.hpp>
#include "logger.h"
#include "panic.h"
#include "shader.h"
std::string getContents(std::string filePath) {
std::ifstream ifs(filePath);
std::string content( (std::istreambuf_iterator<char>(ifs) ),
(std::istreambuf_iterator<char>() ) );
return content;
}
unsigned int compileShader(std::string path, GLenum type) {
int success;
unsigned int shader = glCreateShader(type);
std::string source = getContents(path);
const char* source2 = source.c_str();
glShaderSource(shader, 1, &source2, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(success != 1) {
char infoLog[256];
glGetShaderInfoLog(shader, 512, NULL, infoLog);
Logger::fatalErrorf("Fragment shader %s failed to compile: [%d]: %s", path.c_str(), success, infoLog);
panic();
}
return shader;
}
Shader::Shader(std::string vertexShaderPath, std::string fragmentShaderPath) {
unsigned int vertexShader = compileShader(vertexShaderPath, GL_VERTEX_SHADER);
unsigned int fragmentShader = compileShader(fragmentShaderPath, GL_FRAGMENT_SHADER);
int success;
id = glCreateProgram();
glAttachShader(id, vertexShader);
glAttachShader(id, fragmentShader);
glLinkProgram(id);
glGetProgramiv(id, GL_LINK_STATUS, &success);
if(success != 1) {
char infoLog[256];
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
Logger::fatalErrorf("Shader program failed to link: [%d]: %s", success, infoLog);
panic();
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
Shader::~Shader() {
glDeleteProgram(id);
}
void Shader::use() {
glUseProgram(id);
}
void Shader::set(std::string key, int value) {
glUniform1i(glGetUniformLocation(id, key.c_str()), value);
}
void Shader::set(std::string key, float value) {
glUniform1f(glGetUniformLocation(id, key.c_str()), value);
}
void Shader::set(std::string key, Material value) {
set((key + ".diffuse").c_str(), value.diffuse);
set((key + ".specular").c_str(), value.specular);
set((key + ".shininess").c_str(), value.shininess);
}
void Shader::set(std::string key, DirLight value) {
set((key + ".direction").c_str(), value.direction);
set((key + ".ambient").c_str(), value.ambient);
set((key + ".diffuse").c_str(), value.diffuse);
set((key + ".specular").c_str(), value.specular);
}
void Shader::set(std::string key, PointLight value) {
set((key + ".position").c_str(), value.position);
set((key + ".ambient").c_str(), value.ambient);
set((key + ".diffuse").c_str(), value.diffuse);
set((key + ".specular").c_str(), value.specular);
set((key + ".constant").c_str(), value.constant);
set((key + ".linear").c_str(), value.linear);
set((key + ".quadratic").c_str(), value.quadratic);
}
void Shader::set(std::string key, glm::vec3 value) {
glUniform3f(glGetUniformLocation(id, key.c_str()), value.x, value.y, value.z);
}
void Shader::set(std::string key, glm::vec4 value) {
glUniform4f(glGetUniformLocation(id, key.c_str()), value.x, value.y, value.z, value.w);
}
void Shader::set(std::string key, glm::mat3 value) {
glUniformMatrix3fv(glGetUniformLocation(id, key.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::set(std::string key, glm::mat4 value) {
glUniformMatrix4fv(glGetUniformLocation(id, key.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
int Shader::getAttribute(std::string key) {
return glGetAttribLocation(id, key.c_str());
}