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Shader.cpp
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199 lines (162 loc) · 4.48 KB
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#include "Shader.h"
Shader::Shader()
{
shaderID = 0;
uniformModel = 0;
uniformProjection = 0;
}
void Shader::CreateFromString(const char* vertexCode, const char* fragmentCode, const char* geometryCode)
{
CompileShader(vertexCode, fragmentCode, geometryCode);
}
void Shader::CreateFromFiles(const char* vertexLocation, const char* fragmentLocation, const char* geometryLocation)
{
std::string vertexString = ReadFile(vertexLocation);
std::string fragmentString = ReadFile(fragmentLocation);
std::string geometryString = ReadFile(geometryLocation);
const char* vertexCode = vertexString.c_str();
const char* fragmentCode = fragmentString.c_str();
const char* geometryCode = geometryString.c_str();
CompileShader(vertexCode, fragmentCode, geometryCode);
}
std::string Shader::ReadFile(const char* fileLocation)
{
std::string content;
std::ifstream fileStream(fileLocation, std::ios::in);
if (!fileStream.is_open())
{
printf("Failed to read %s! File does not exist in specified location.", fileLocation);
return "";
}
std::string line = "";
while (!fileStream.eof())
{
std::getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
void Shader::CompileShader(const char* vertexCode, const char* fragmentCode, const char* geometryCode)
{
shaderID = glCreateProgram();
if (!shaderID)
{
printf("Shader Program Creation FAILED \n");
return;
}
AddShader(shaderID, vertexCode, GL_VERTEX_SHADER);
AddShader(shaderID, fragmentCode, GL_FRAGMENT_SHADER);
AddShader(shaderID, geometryCode, GL_GEOMETRY_SHADER);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glLinkProgram(shaderID);
glGetProgramiv(shaderID, GL_LINK_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Program Linking FAILED: '%s'\n", eLog);
return;
}
glValidateProgram(shaderID);
glGetProgramiv(shaderID, GL_VALIDATE_STATUS, &result);
if (!result)
{
glGetProgramInfoLog(shaderID, sizeof(eLog), NULL, eLog);
printf("Program Validation FAILED: '%s'\n", eLog);
return;
}
uniformModel = glGetUniformLocation(shaderID, "model");
uniformProjection = glGetUniformLocation(shaderID, "projection");
uniformView = glGetUniformLocation(shaderID, "view");
uniformAmbientColor = glGetUniformLocation(shaderID, "directionalLight.colour");
uniformAmbientIntensity = glGetUniformLocation(shaderID, "directionalLight.ambientIntensity");
uniformDirection = glGetUniformLocation(shaderID, "directionalLight.direction");
uniformDiffuseIntensity = glGetUniformLocation(shaderID, "directionalLight.diffuseIntensity");
uniformSpecularIntensity = glGetUniformLocation(shaderID, "material.specularIntensity");
uniformShininess = glGetUniformLocation(shaderID, "material.shininess");
uniformEyePosition = glGetUniformLocation(shaderID, "eyePosition");
uniformUvScroll = glGetUniformLocation(shaderID, "uvScroll");
}
GLuint Shader::GetProjectionLocation()
{
return uniformProjection;
}
GLuint Shader::GetModelLocation()
{
return uniformModel;
}
GLuint Shader::GetViewLocation()
{
return uniformView;
}
GLuint Shader::GetAmbientColourLocation()
{
return uniformAmbientColor;
}
GLuint Shader::GetAmbientIntensityLocation()
{
return uniformAmbientIntensity;
}
GLuint Shader::GetDiffuseIntensityLocation()
{
return uniformDiffuseIntensity;
}
GLuint Shader::GetDirectionLocation()
{
return uniformDirection;
}
GLuint Shader::GetSpecularIntensityLocation()
{
return uniformSpecularIntensity;
}
GLuint Shader::GetShininessLocation()
{
return uniformShininess;
}
GLuint Shader::GetEyePositionLocation()
{
return uniformEyePosition;
}
GLuint Shader::GetUvScrollLocation()
{
return uniformUvScroll;
}
void Shader::UseShader()
{
glUseProgram(shaderID);
}
void Shader::ClearShader()
{
if (shaderID != 0)
{
glDeleteProgram(shaderID);
shaderID = 0;
}
uniformModel = 0;
uniformProjection = 0;
}
void Shader::AddShader(GLuint theProgram, const char* shaderCode, GLenum shaderType)
{
GLuint theShader = glCreateShader(shaderType);
const GLchar* theCode[1];
theCode[0] = shaderCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if (!result)
{
glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
printf("%d Shader Compilation FAILED: '%s'\n", shaderType, eLog);
return;
}
glAttachShader(theProgram, theShader);
}
Shader::~Shader()
{
ClearShader();
}