186 lines
3.7 KiB
C++
186 lines
3.7 KiB
C++
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#include "OpenGLShaderProgram.h"
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namespace sp {
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OpenGLShaderProgram::OpenGLShaderProgram()
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{
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m_extension = "glsl";
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m_id = glCreateProgram();
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}
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OpenGLShaderProgram::~OpenGLShaderProgram()
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{
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if (m_id > 0) {
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glDeleteProgram(m_id);
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}
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}
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bool OpenGLShaderProgram::loadFromMemory(const std::string& source, ShaderType type)
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{
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const char *s = source.c_str();
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GLuint shader_id = glCreateShader(type == ShaderType::Vertex
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? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
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glShaderSource(shader_id, 1, &s, NULL);
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if (!compileShader(shader_id)) {
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return false;
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}
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return attachShader(shader_id);
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}
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bool OpenGLShaderProgram::link()
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{
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GLint status;
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glLinkProgram(m_id);
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// Query OpenGL for link status.
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glGetProgramiv(m_id, GL_LINK_STATUS, &status);
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m_linked = status == GL_TRUE;
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if (!m_linked) {
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m_error = fetchErrorLog();
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}
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return m_linked;
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}
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// Enable this shader
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// All shader operations after this call will affect this shader.
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void OpenGLShaderProgram::enable() const
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{
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glUseProgram(m_id);
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}
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// Disable this shader
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// Operations will no longer affect this shader after this call.
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void OpenGLShaderProgram::disable() const
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{
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glUseProgram(0);
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}
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// ---------------------
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// Variables.
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// ---------------------
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bool OpenGLShaderProgram::setMVPMatrix(const Matrix4f& matrix)
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{
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return setUniform("u_MVP", matrix);
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}
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// ---------------------
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// General Variables.
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// ---------------------
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bool OpenGLShaderProgram::setAttribute(const std::string& name, float value) const
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{
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int loc;
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if (getAttribLoc(name, loc)) {
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glVertexAttrib1f(loc, value);
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return true;
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}
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return false;
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}
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bool OpenGLShaderProgram::setAttribute(const std::string& name, const Matrix4f& matrix) const
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{
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int loc;
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if (getAttribLoc(name, loc)) {
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glVertexAttrib4fv(loc, matrix.e);
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return true;
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}
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return false;
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}
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bool OpenGLShaderProgram::setUniform(const std::string& name, const Matrix4f& matrix) const
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{
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int loc;
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if (getUniformLoc(name, loc)) {
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glUniformMatrix4fv(loc, 1, GL_FALSE, matrix.e);
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return true;
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}
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return false;
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}
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bool OpenGLShaderProgram::setUniform(const std::string& name, const Color& color) const
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{
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int loc;
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if (getUniformLoc(name, loc)) {
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Vector4f c = color.toRGBAf();
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glUniform4f(loc, c.x, c.y, c.z, c.w);
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return true;
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}
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return false;
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}
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bool OpenGLShaderProgram::getAttribLoc(const std::string& name, int& loc) const
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{
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loc = glGetAttribLocation(m_id, name.c_str());
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if (loc < 0) {
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m_error = "Attribute variable '" + name + "' was not found in shader.";
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return false;
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}
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return true;
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}
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bool OpenGLShaderProgram::getUniformLoc(const std::string& name, int& loc) const
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{
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loc = glGetUniformLocation(m_id, name.c_str());
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if (loc < 0) {
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m_error = std::string("Uniform variable '" + name + "' was not found in shader.");
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return false;
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}
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return true;
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}
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std::string OpenGLShaderProgram::fetchErrorLog() const
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{
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GLchar buf[4096] = { '\0' };
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glGetProgramInfoLog(m_id, sizeof(buf), NULL, buf);
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return std::string(buf);
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}
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bool OpenGLShaderProgram::compileShader(GLuint id)
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{
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glCompileShader(id);
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GLenum err;
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// Query OpenGL for status.
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GLint status;
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glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar buf[4096] = { '\0' };
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glGetShaderInfoLog(id, sizeof(buf), NULL, buf);
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m_error = std::string(buf);
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return false;
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}
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return true;
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}
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bool OpenGLShaderProgram::attachShader(GLuint id)
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{
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GLenum err;
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glAttachShader(m_id, id);
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err = glGetError();
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if (err == GL_INVALID_VALUE) {
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m_error = "Invalid Value";
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return false;
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} else if (err == GL_INVALID_OPERATION) {
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m_error = "Invalid operation";
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return false;
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} else if (err != GL_NO_ERROR) {
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m_error = "Unkown Error";
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return false;
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}
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return true;
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}
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} // namespace sp
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