lol/src/Shader.cpp

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#include <lol/Shader.hpp>
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#include <iostream>
#include <glm/gtc/type_ptr.hpp>
#include <glad/glad.h>
#define IMPLEMENT_UNIFORM_FUNCTION(type, func) \
inline
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namespace lol
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{
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Shader::Shader(const std::string& vertexShader, const std::string& fragmentShader) :
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id(0)
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{
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GLint success;
GLchar infoLog[512];
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
const char* vertexShaderSource = vertexShader.c_str();
glShaderSource(vertexShaderID, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShaderID);
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShaderID, 512, NULL, infoLog);
std::cerr << "Vertex shader creation failed: \n" << infoLog << std::endl;
glDeleteShader(vertexShaderID);
return;
}
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragmentShaderSource = fragmentShader.c_str();
glShaderSource(fragmentShaderID, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShaderID);
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShaderID, 512, NULL, infoLog);
std::cerr << "Fragment shader creation failed: \n" << infoLog << std::endl;
glDeleteShader(fragmentShaderID);
glDeleteShader(vertexShaderID);
return;
}
id = glCreateProgram();
glAttachShader(id, vertexShaderID);
glAttachShader(id, fragmentShaderID);
glLinkProgram(id);
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(fragmentShaderID, 512, NULL, infoLog);
std::cerr << "Shader program linking failed: \n" << infoLog << std::endl;
glDeleteShader(fragmentShaderID);
glDeleteShader(vertexShaderID);
id = 0;
return;
}
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glDeleteShader(fragmentShaderID);
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glDeleteShader(vertexShaderID);
}
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Shader::~Shader()
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{
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glDeleteProgram(id);
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}
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void Shader::Bind()
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{
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glUseProgram(id);
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}
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void Shader::Unbind()
{
glUseProgram(0);
}
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void Shader::SetUniform(const std::string& name, float value)
{
GLint location = glGetUniformLocation(id, name.c_str());
if (location == -1)
return;
glUniform1f(location, value);
}
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void Shader::SetUniform(const std::string& name, const glm::mat4& value)
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{
GLint location = glGetUniformLocation(id, name.c_str());
if (location == -1)
return;
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glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(value));
}
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void Shader::SetUniform(const std::string& name, const glm::vec4& value)
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{
GLint location = glGetUniformLocation(id, name.c_str());
if (location == -1)
return;
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glUniform4fv(location, 1, glm::value_ptr(value));
}
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}