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spectre/source/Graphics/ShaderProgram.cpp

197 lines
3.7 KiB
C++

#include <Spectre/Math/Color.h>
#include <Spectre/Graphics/ShaderProgram.h>
#include <Spectre/System/Path.h>
#include <Graphics/GL/gl.h>
namespace sp {
ShaderProgram::ShaderProgram() :
m_id (0)
{
}
ShaderProgram::~ShaderProgram()
{
destroy();
}
void ShaderProgram::create()
{
destroy();
m_id = glCreateProgram();
}
void ShaderProgram::destroy()
{
if (m_id > 0) {
glDeleteProgram(m_id);
m_id = 0;
}
}
void ShaderProgram::addShader(const Shader& shader)
{
glAttachShader(m_id, shader.getHandle());
}
bool ShaderProgram::loadFromFile(const std::string& filename)
{
std::string extension = Path::getExtension(filename);
// Meta file. load real shaders.
if (extension == "shader.glsl") {
// FIXME: This is ugly :)
std::string base_name = filename.substr(0, filename.length() - extension.length());
// vert and frag are not optional. they must exist.
return loadFromFile(base_name + "vert.glsl", Shader::Type::Vertex) &&
loadFromFile(base_name + "frag.glsl", Shader::Type::Fragment);
} else if (extension == "vert.glsl") {
return loadFromFile(filename, Shader::Type::Vertex);
} else if (extension == "frag.glsl") {
return loadFromFile(filename, Shader::Type::Fragment);
}
m_error = "Invalid file extension: " + extension;
return false;
}
bool ShaderProgram::loadFromFile(const std::string& filename, Shader::Type type)
{
Shader shader(type);
if (!shader.loadFromFile(filename)) {
m_error = shader.getName() + ": " + shader.getError();
return false;
}
addShader(shader);
return true;
}
bool ShaderProgram::loadFromMemory(const std::string& source, Shader::Type type)
{
Shader shader(type);
if (!shader.loadFromMemory(source)) {
m_error = shader.getError();
return false;
}
addShader(shader);
return true;
}
bool ShaderProgram::link()
{
glLinkProgram(m_id);
if (!isLinked()) {
m_error = fetchErrorLog();
return false;
}
return true;
}
bool ShaderProgram::isLinked() const
{
// Make sure we have a id first.
if (m_id) {
// Query OpenGL for link status.
GLint status;
glGetProgramiv(m_id, GL_LINK_STATUS, &status);
return status == GL_TRUE;
}
return false;
}
void ShaderProgram::enable() const
{
glUseProgram(m_id);
}
void ShaderProgram::disable() const
{
glUseProgram(0);
}
std::string ShaderProgram::getLastError() const
{
return m_error;
}
bool ShaderProgram::setMVPMatrix(const Matrix4f& matrix)
{
return setUniform("u_MVP", matrix);
}
bool ShaderProgram::setUniform(const std::string& name, const Matrix4f& matrix) const
{
int loc;
if (getUniformLoc(name, loc)) {
glUniformMatrix4fv(loc, 1, GL_FALSE, matrix.e);
return true;
}
return false;
}
bool ShaderProgram::setAttribute(const std::string& name, const Matrix4f& matrix) const
{
int loc;
if (getAttribLoc(name, loc)) {
glVertexAttrib4fv(loc, matrix.e);
return true;
}
return false;
}
bool ShaderProgram::setUniform(const std::string& name, const Color& color) const
{
int loc;
if (getUniformLoc(name, loc)) {
Vector4f c = color.toRGBAf();
glUniform4f(loc, c.x, c.y, c.z, c.w);
return true;
}
return false;
}
bool ShaderProgram::getAttribLoc(const std::string& name, int& loc) const
{
loc = glGetAttribLocation(m_id, name.c_str());
if (loc < 0) {
m_error = "Attribute variable '" + name + "' was not found in shader.";
return false;
}
return true;
}
bool ShaderProgram::getUniformLoc(const std::string& name, int& loc) const
{
loc = glGetUniformLocation(m_id, name.c_str());
if (loc < 0) {
m_error = "Uniform variable '" + name + "' was not found in shader.";
return false;
}
return true;
}
std::string ShaderProgram::fetchErrorLog()
{
GLchar buf[4096] = { '\0' };
glGetProgramInfoLog(m_id, sizeof(buf), NULL, buf);
return std::string(buf);
}
} // namespace sp