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authorNikolas <nikolas@boutalas.com>2024-10-27 12:52:55 +0200
committerNikolas <nikolas@boutalas.com>2024-10-27 12:52:55 +0200
commit43394c8a8908442982e3a7e25975c31b3c952923 (patch)
tree2facd563e29f48fe3b0653ac5c113998940b4d5e /graphics/shader.cpp
Diffstat (limited to 'graphics/shader.cpp')
-rw-r--r--graphics/shader.cpp246
1 files changed, 246 insertions, 0 deletions
diff --git a/graphics/shader.cpp b/graphics/shader.cpp
new file mode 100644
index 0000000..8e1598f
--- /dev/null
+++ b/graphics/shader.cpp
@@ -0,0 +1,246 @@
+#include "shader.h"
+#include <GL/glew.h>
+#include <iostream>
+#include <glm/gtc/type_ptr.hpp>
+
+const char* __DefaultVertexShader = R"glsl(
+ #version 120
+ in vec3 position;
+ void main()
+ {
+ gl_Position = vec4(position, 1.0);
+ }
+)glsl";
+
+
+const char* __DefaultFragmentShader = R"glsl(
+ #version 120
+ out vec4 fragcolor;
+ void main()
+ {
+ fragcolor = vec4(0.0,1.0,0.0,1.0);
+ }
+)glsl";
+
+void Shader::printLog(unsigned int object)
+{
+ GLint log_length = 0;
+ if (glIsShader(object))
+ glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
+ else if (glIsProgram(object))
+ glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length);
+ else
+ {
+ printf("printlog: Not a shader or a program\n");
+ return;
+ }
+ if (log_length == 0)
+ return;
+
+ char* log = new char[log_length];
+
+ if (glIsShader(object))
+ glGetShaderInfoLog(object, log_length, NULL, log);
+ else if (glIsProgram(object))
+ glGetProgramInfoLog(object, log_length, NULL, log);
+
+ printf("%s", log);
+ delete[] log;
+}
+Shader::Shader(const char * vertex, const char * fragment)
+{
+
+ if (!vertex || !fragment)
+ return;
+
+ vshader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vshader, 1, &vertex, NULL);
+
+ fshader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fshader, 1, &fragment, NULL);
+
+ GLint status;
+
+ glCompileShader(vshader);
+ glGetShaderiv(vshader, GL_COMPILE_STATUS, &status);
+ if (!status)
+ {
+ printLog(vshader);
+ return;
+ }
+ glCompileShader(fshader);
+ glGetShaderiv(fshader, GL_COMPILE_STATUS, &status);
+ if (!status)
+ {
+ printLog(fshader);
+ return;
+ }
+
+ program = glCreateProgram();
+ glAttachShader(program, vshader);
+ glAttachShader(program, fshader);
+ glLinkProgram(program);
+ assert(glGetError() == GL_NO_ERROR);
+// GLint status;
+
+ glGetProgramiv(program, GL_LINK_STATUS, &status);
+
+ if (!status)
+ {
+ printLog(program);
+ return;
+ }
+
+ glValidateProgram(program);
+
+ glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
+ if (!status)
+ {
+ printLog(program);
+ return;
+ }
+
+}
+
+Uniform & Shader::operator[](const char * name)
+{
+
+ auto iter = uniforms.find(name);
+ if (iter == uniforms.end())
+ {
+ Uniform uni = glGetUniformLocation(program, name);
+
+ uniforms[name] = uni;
+ return uniforms[name];
+ }
+ else
+ {
+ return iter->second;
+ }
+
+}
+
+bool Shader::use(bool use)
+{
+ if (!ready)
+ return false;
+
+ if (use)
+ glUseProgram(program);
+ else
+ glUseProgram(0);
+
+ return true;
+}
+
+std::string Shader::loadShaderText(char * file)
+{
+ return std::string();
+}
+
+bool Shader::init()
+{
+
+
+ ready = true;
+ return true;
+}
+
+void Shader::setFragmentLocation(char * name, unsigned int location)
+{
+ glBindFragDataLocation(program, location, name);
+}
+
+unsigned int Shader::getAttributeLocation(const char * attrib)
+{
+ return glGetAttribLocation(program, attrib);
+}
+
+Shader::~Shader()
+{
+ glDetachShader(program, vshader);
+ glDeleteShader(vshader);
+ glDetachShader(program, fshader);
+ glDeleteShader(fshader);
+
+}
+
+Uniform::Uniform(const Uniform & right)
+{
+ id = right.id;
+}
+
+Uniform & Uniform::operator=(const Uniform & right)
+{
+ id = right.id;
+ return *this;
+}
+
+Uniform & Uniform::operator=(int i)
+{
+ glUniform1i(this->id, i);
+ return *this;
+}
+
+Uniform & Uniform::operator=(float f)
+{
+ glUniform1f(this->id, f);
+ return *this;
+}
+
+Uniform & Uniform::operator=(unsigned int i)
+{
+ glUniform1ui(this->id, i);
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::vec3 v)
+{
+ glUniform3f(this->id, v.x, v.y, v.z);
+ int err = glGetError();
+ assert(err == GL_NO_ERROR);
+
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::vec4 v)
+{
+ glUniform4f(this->id, v.x, v.y, v.z, v.w);
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::vec2 v)
+{
+ glUniform2fv(this->id, 1, &(v[0]));
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::ivec3 v)
+{
+ glUniform3iv(this->id, 1, &(v[0]));
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::ivec2 v)
+{
+ glUniform2iv(this->id, 1, &(v[0]));
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::ivec4 v)
+{
+ glUniform4iv(this->id, 1, &(v[0]));
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::mat4 m)
+{
+ glUniformMatrix4fv(this->id, 1, false, &(m[0][0]));
+ return *this;
+}
+
+Uniform & Uniform::operator=(glm::mat3 m)
+{
+ glUniformMatrix3fv(this->id, 1, false, &(m[0][0]));
+ return *this;
+}