OpenGL-utility/src/shader.cpp
2021-01-20 17:57:00 +01:00

442 lines
12 KiB
C++

#include <shader.hpp>
#include <fstream>
#include <string>
#include <algorithm>
#include <iostream>
#include <color.hpp>
namespace oglu
{
Shader::Shader(const char* vertexShaderFile, const char* fragmentShaderFile) :
vertexShader(0), fragmentShader(0)
{
// Load vertex shader
char* source = nullptr;
LoadShaderSource(vertexShaderFile, &source);
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &source, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
delete source;
throw std::exception(std::string("Failed to compile shader " + std::string(vertexShaderFile) + "\n" + infoLog).c_str());
}
delete source;
// Load Fragment shader
LoadShaderSource(fragmentShaderFile, &source);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &source, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
delete source;
throw std::exception(std::string("Failed to compile shader " + std::string(fragmentShaderFile) + "\n" + infoLog).c_str());
}
delete source;
// Link into program
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(program, 512, NULL, infoLog);
throw std::exception(std::string("Failed to link program.\n" + std::string(infoLog)).c_str());
}
// Dispose of shader objects
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
}
Shader::~Shader()
{
}
void Shader::Use()
{
glUseProgram(program);
}
GLint Shader::GetUniformLocation(const GLchar* name)
{
return glGetUniformLocation(program, name);
}
#pragma region Uniforms
void Shader::SetUniform(const GLchar* name, GLfloat v0)
{
glUniform1f(glGetUniformLocation(program, name), v0);
}
void Shader::SetUniform(GLint location, GLfloat v0)
{
glUniform1f(location, v0);
}
void Shader::SetUniform(const GLchar* name, GLfloat v0, GLfloat v1)
{
glUniform2f(glGetUniformLocation(program, name), v0, v1);
}
void Shader::SetUniform(GLint location, GLfloat v0, GLfloat v1)
{
glUniform2f(location, v0, v1);
}
void Shader::SetUniform(const GLchar* name, GLfloat v0, GLfloat v1, GLfloat v2)
{
glUniform3f(glGetUniformLocation(program, name), v0, v1, v2);
}
void Shader::SetUniform(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
glUniform3f(location, v0, v1, v2);
}
void Shader::SetUniform(const GLchar* name, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
glUniform4f(glGetUniformLocation(program, name), v0, v1, v2, v3);
}
void Shader::SetUniform(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
glUniform4f(location, v0, v1, v2, v3);
}
void Shader::SetUniform(const GLchar* name, GLint v0)
{
glUniform1i(glGetUniformLocation(program, name), v0);
}
void Shader::SetUniform(GLint location, GLint v0)
{
glUniform1i(location, v0);
}
void Shader::SetUniform(const GLchar* name, GLint v0, GLint v1)
{
glUniform2i(glGetUniformLocation(program, name), v0, v1);
}
void Shader::SetUniform(GLint location, GLint v0, GLint v1)
{
glUniform2i(location, v0, v1);
}
void Shader::SetUniform(const GLchar* name, GLint v0, GLint v1, GLint v2)
{
glUniform3i(glGetUniformLocation(program, name), v0, v1, v2);
}
void Shader::SetUniform(GLint location, GLint v0, GLint v1, GLint v2)
{
glUniform3i(location, v0, v1, v2);
}
void Shader::SetUniform(const GLchar* name, GLint v0, GLint v1, GLint v2, GLint v3)
{
glUniform4i(glGetUniformLocation(program, name), v0, v1, v2, v3);
}
void Shader::SetUniform(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
glUniform4i(location, v0, v1, v2, v3);
}
void Shader::SetUniform(const GLchar* name, GLuint v0)
{
glUniform1ui(glGetUniformLocation(program, name), v0);
}
void Shader::SetUniform(GLint location, GLuint v0)
{
glUniform1ui(location, v0);
}
void Shader::SetUniform(const GLchar* name, GLuint v0, GLuint v1)
{
glUniform2ui(glGetUniformLocation(program, name), v0, v1);
}
void Shader::SetUniform(GLint location, GLuint v0, GLuint v1)
{
glUniform2ui(location, v0, v1);
}
void Shader::SetUniform(const GLchar* name, GLuint v0, GLuint v1, GLuint v2)
{
glUniform3ui(glGetUniformLocation(program, name), v0, v1, v2);
}
void Shader::SetUniform(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
glUniform3ui(location, v0, v1, v2);
}
void Shader::SetUniform(const GLchar* name, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
glUniform4ui(glGetUniformLocation(program, name), v0, v1, v2, v3);
}
void Shader::SetUniform(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
glUniform4ui(location, v0, v1, v2, v3);
}
void Shader::SetUniform(const GLchar* name, const Color* v0, bool ignoreAlpha)
{
SetUniform(glGetUniformLocation(program, name), v0, ignoreAlpha);
}
void Shader::SetUniform(GLint location, const Color* v0, bool ignoreAlpha)
{
if (ignoreAlpha)
glUniform3f(location, v0->r, v0->g, v0->b);
else
glUniform4f(location, v0->r, v0->g, v0->b, v0->a);
}
void Shader::SetUniform1fv(const GLchar* name, GLsizei count, const GLfloat* value)
{
glUniform1fv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform1fv(GLint location, GLsizei count, const GLfloat* value)
{
glUniform1fv(location, count, value);
}
void Shader::SetUniform2fv(const GLchar* name, GLsizei count, const GLfloat* value)
{
glUniform2fv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform2fv(GLint location, GLsizei count, const GLfloat* value)
{
glUniform2fv(location, count, value);
}
void Shader::SetUniform3fv(const GLchar* name, GLsizei count, const GLfloat* value)
{
glUniform3fv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform3fv(GLint location, GLsizei count, const GLfloat* value)
{
glUniform3fv(location, count, value);
}
void Shader::SetUniform4fv(const GLchar* name, GLsizei count, const GLfloat* value)
{
glUniform4fv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform4fv(GLint location, GLsizei count, const GLfloat* value)
{
glUniform4fv(location, count, value);
}
void Shader::SetUniform1iv(const GLchar* name, GLsizei count, const GLint* value)
{
glUniform1iv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform1iv(GLint location, GLsizei count, const GLint* value)
{
glUniform1iv(location, count, value);
}
void Shader::SetUniform2iv(const GLchar* name, GLsizei count, const GLint* value)
{
glUniform2iv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform2iv(GLint location, GLsizei count, const GLint* value)
{
glUniform2iv(location, count, value);
}
void Shader::SetUniform3iv(const GLchar* name, GLsizei count, const GLint* value)
{
glUniform3iv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform3iv(GLint location, GLsizei count, const GLint* value)
{
glUniform3iv(location, count, value);
}
void Shader::SetUniform4iv(const GLchar* name, GLsizei count, const GLint* value)
{
glUniform4iv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform4iv(GLint location, GLsizei count, const GLint* value)
{
glUniform4iv(location, count, value);
}
void Shader::SetUniform1uiv(const GLchar* name, GLsizei count, const GLuint* value)
{
glUniform1uiv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform1uiv(GLint location, GLsizei count, const GLuint* value)
{
glUniform1uiv(location, count, value);
}
void Shader::SetUniform2uiv(const GLchar* name, GLsizei count, const GLuint* value)
{
glUniform2uiv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform2uiv(GLint location, GLsizei count, const GLuint* value)
{
glUniform2uiv(location, count, value);
}
void Shader::SetUniform3uiv(const GLchar* name, GLsizei count, const GLuint* value)
{
glUniform3uiv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform3uiv(GLint location, GLsizei count, const GLuint* value)
{
glUniform3uiv(location, count, value);
}
void Shader::SetUniform4uiv(const GLchar* name, GLsizei count, const GLuint* value)
{
glUniform4uiv(glGetUniformLocation(program, name), count, value);
}
void Shader::SetUniform4uiv(GLint location, GLsizei count, const GLuint* value)
{
glUniform4uiv(location, count, value);
}
void Shader::SetUniformMatrix2fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix2fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix2fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix3fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix3fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix3fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix4fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix4fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix4fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix2x3fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix2x3fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix2x3fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix3x2fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix3x2fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix3x2fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix2x4fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix2x4fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix2x4fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix4x2fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix4x2fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix4x2fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix3x4fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix3x4fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix3x4fv(location, count, transpose, value);
}
void Shader::SetUniformMatrix4x3fv(const GLchar* name, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix4x3fv(glGetUniformLocation(program, name), count, transpose, value);
}
void Shader::SetUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
glUniformMatrix4x3fv(location, count, transpose, value);
}
#pragma endregion Uniforms
void Shader::LoadShaderSource(const char* filename, char** buffer)
{
std::ifstream file(filename);
if (!file.good())
{
file.close();
throw std::exception(std::string("Failed to open shader file: " + std::string(filename)).c_str());
}
std::string str((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
(*buffer) = (char*)malloc(str.size() + 1);
memcpy(*buffer, str.c_str(), str.size());
(*buffer)[str.size()] = '\x00';
}
}