opengl-playground/src/openglshader.cpp

231 lines
5.4 KiB
C++

#include <opengl-playground/openglshader.hpp>
#include <opengl-playground/globalcanvassettings.hpp>
#include <string.h>
#include <fstream>
#include <iostream>
OpenGlShaderProgram::OpenGlShaderProgram(std::string vertex_file, std::string geometry_file, std::string fragment_file)
{
this->vertex_file = vertex_file;
this->geometry_file = geometry_file;
this->fragment_file = fragment_file;
this->compiled = false;
}
OpenGlShaderProgram::~OpenGlShaderProgram()
{
this->unload();
}
std::string load_shader_program_from_file(std::string &file_name)
{
std::ifstream ifs(file_name);
std::string file_content((std::istreambuf_iterator<char>(ifs)),
(std::istreambuf_iterator<char>()));
return file_content;
}
int OpenGlShaderProgram::compile()
{
int ret_code = 0;
int success;
char info_log[512];
unsigned int vertex_shader, geometry_shader, fragment_shader;
bool vertex_b = false, geo_b = false, frag_b = false;
std::string src_code;
const char *c_string;
if (this->compiled) {
glDeleteProgram(shader_program);
this->compiled = false;
}
this->shader_program = glCreateProgram();
if (!vertex_file.empty()) {
vertex_b = true;
src_code = load_shader_program_from_file(this->vertex_file);
c_string = src_code.c_str();
/* Compile the vertex shader */
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &c_string, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
printf("Error in vertex shader: %s\n", info_log);
ret_code = -1;
goto delete_vertex;
}
glAttachShader(this->shader_program, vertex_shader);
} else
printf("Empty\n");
if (!this->geometry_file.empty()) {
geo_b = true;
src_code = load_shader_program_from_file(this->geometry_file);
c_string = src_code.c_str();
/* Compile the vertex shader */
geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry_shader, 1, &c_string, NULL);
glCompileShader(geometry_shader);
glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(geometry_shader, 512, NULL, info_log);
fprintf(stderr, "%s\n", info_log);
ret_code = -1;
goto delete_geo;
}
glAttachShader(this->shader_program, geometry_shader);
}
if (!this->fragment_file.empty()) {
frag_b = true;
src_code = load_shader_program_from_file(this->fragment_file);
c_string = src_code.c_str();
/* Compile the vertex shader */
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &c_string, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
fprintf(stderr, "%s\n", info_log);
ret_code = -1;
goto delete_frag;
}
glAttachShader(this->shader_program, fragment_shader);
}
glLinkProgram(this->shader_program);
glGetShaderiv(this->shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(this->shader_program, 512, NULL, info_log);
printf("%s\n", info_log);
ret_code = -2;
}
this->compiled = true;
delete_frag:
if (frag_b)
glDeleteShader(fragment_shader);
delete_geo:
if (geo_b)
glDeleteShader(geometry_shader);
delete_vertex:
if (vertex_b)
glDeleteShader(vertex_shader);
if (ret_code) {
this->compiled = false;
glDeleteProgram(this->shader_program);
this->shader_program = 0;
}
return ret_code;
}
void OpenGlShaderProgram::unload()
{
if (this->compiled) {
glDeleteProgram(this->shader_program);
}
this->compiled = false;
}
int OpenGlShaderProgram::use()
{
if (!this->compiled)
return -1;
glUseProgram(this->shader_program);
this->setUniformMat4("projection_view_matrix", GlobalCanvasSettings::getPVMatrix());
return 0;
}
void OpenGlShaderProgram::setUniformFloat(const std::string &uniform, float value)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniform1f(loc, value);
}
}
void OpenGlShaderProgram::setUniformInt(const std::string &uniform, int value)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniform1i(loc, value);
}
}
void OpenGlShaderProgram::setUniformVec2(const std::string &uniform, float *vector)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniform2fv(loc, 1, vector);
}
}
void OpenGlShaderProgram::setUniformVec3(const std::string &uniform, const glm::vec3 &vector)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniform3fv(loc, 1, &vector.x);
}
}
void OpenGlShaderProgram::setUniformMat4(const std::string &uniform, const glm::mat4 &matrix)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, &matrix[0][0]);
}
}
void OpenGlShaderProgram::setUniformMat3(const std::string &uniform, const glm::mat3 &matrix)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniformMatrix3fv(loc, 1, GL_FALSE, &matrix[0][0]);
}
}
void OpenGlShaderProgram::setUniformVec4(const std::string &uniform, const glm::vec4 &vector)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniform4fv(loc, 1, &vector.x);
}
}
void OpenGlShaderProgram::setUniformBool(const std::string &uniform, bool value)
{
this->setUniformInt(uniform, value ? 1 : 0);
}
int OpenGlShaderProgram::getUniformLoc(const std::string &uniform)
{
if (!this->compiled)
return -1;
return glGetUniformLocation(this->shader_program, uniform.c_str());
}