197 lines
3.7 KiB
C++
197 lines
3.7 KiB
C++
|
|
#include <Spectre/Math/Color.h>
|
|
#include <Spectre/Graphics/OpenGL.h>
|
|
#include <Spectre/Graphics/ShaderProgram.h>
|
|
#include <Spectre/System/File.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 = file::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
|