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spectre/source/GfxDriver/OpenGL/OpenGLShaderProgram.cpp

185 lines
3.7 KiB
C++

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