190 lines
5.0 KiB
C++
Executable File
190 lines
5.0 KiB
C++
Executable File
#include "Shader.h"
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#include <vector>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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// GLSHADER ///////////////////////////////////////////////////////////////////////////////////
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GLShader::GLShader(GLenum shaderType) : handle(glCreateShader(shaderType)) {};
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GLShader::operator GLuint() const {
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return handle;
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}
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GLShader::~GLShader() {
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glDeleteShader(handle);
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}
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void GLShader::compile(const char* source) {
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GLint compiled = 0; // Compiled flag
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const char *ptrs[] = { source };
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const GLint lens[] = { std::strlen(source) };
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glShaderSource(handle, 1, ptrs, lens);
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glCompileShader(handle);
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glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint logSize = 0;
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &logSize);
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std::vector<GLchar> errorLog(logSize);
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glGetShaderInfoLog(handle, logSize, &logSize, &errorLog[0]);
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std::cerr << &errorLog[0] << std::endl;
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throw std::runtime_error("Failed to compile shader.");
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}
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}
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void GLShader::compile(std::ifstream& source) {
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std::vector<char> text;
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source.seekg(0, std::ios_base::end);
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std::streampos fileSize = source.tellg();
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text.resize(fileSize);
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source.seekg(0, std::ios_base::beg);
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source.read(&text[0], fileSize);
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compile(&text[0]);
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}
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// GLPROGRAM //////////////////////////////////////////////////////////////////////////////////
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GLProgram::GLProgram() : handle(glCreateProgram()) {}
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void GLProgram::link(const GLShader& vshader, const GLShader& fshader) {
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GLint linked = 0; // Linked flag
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glAttachShader(handle, vshader);
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glAttachShader(handle, fshader);
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glLinkProgram(handle);
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glDetachShader(handle, vshader);
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glDetachShader(handle, fshader);
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glGetProgramiv(handle, GL_LINK_STATUS, &linked);
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if (!linked)
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throw std::runtime_error("Failed to link shaders.");
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// get camera uniforms
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uModelViewMatrix = glGetUniformLocation(handle, "uModelViewMatrix");
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uProjectionMatrix = glGetUniformLocation(handle, "uProjectionMatrix");
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// post link
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postLink();
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}
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void GLProgram::postLink() {}
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void GLProgram::setUniformMat4(GLuint unif, glm::mat4 m) {
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glUseProgram(handle);
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glUniformMatrix4fv(unif,
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1, GL_FALSE, glm::value_ptr(m[0]));
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glUseProgram(0);
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}
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void GLProgram::setModelView(glm::mat4 m) {
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setUniformMat4(uModelViewMatrix, m);
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}
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void GLProgram::setProjection(glm::mat4 m) {
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setUniformMat4(uProjectionMatrix, m);
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}
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GLProgram::operator GLuint() const { return handle; }
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GLProgram::~GLProgram() { glDeleteProgram(handle); }
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// PROGRAM INPUT //////////////////////////////////////////////////////////////////////////////
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ProgramInput::ProgramInput() {
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// generate buffers
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glGenBuffers(4, &vbo[0]);
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// generate vertex array object
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glGenVertexArrays(1, &handle);
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glBindVertexArray(handle);
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// positions
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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// normals
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
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// texture coordinates
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glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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// indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
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glBindVertexArray(0);
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}
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void ProgramInput::bufferData(unsigned int index, void* buff, size_t size) {
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glBindBuffer(GL_ARRAY_BUFFER, vbo[index]);
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glBufferData(GL_ARRAY_BUFFER, size,
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buff, GL_STATIC_DRAW);
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}
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void ProgramInput::setPositionData(float* buff, unsigned int len) {
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bufferData(0, buff, sizeof(float) * len);
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}
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void ProgramInput::setNormalData(float* buff, unsigned int len) {
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bufferData(1, buff, sizeof(float) * len);
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}
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void ProgramInput::setTextureData(float* buff, unsigned int len) {
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bufferData(2, buff, sizeof(float) * len);
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}
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void ProgramInput::setIndexData(unsigned int* buff, unsigned int len) {
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bufferData(3, buff, sizeof(unsigned int) * len);
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}
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ProgramInput::operator GLuint() const {
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return handle;
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}
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ProgramInput::~ProgramInput() {
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glDeleteBuffers(4, vbo);
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glDeleteVertexArrays(1, &handle);
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}
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// SHADER PROGRAMS ////////////////////////////////////////////////////////////////////////////
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PhongShader::PhongShader() : GLProgram() {}
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void PhongShader::postLink() {
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// get uniforms
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uAlbedo = glGetUniformLocation(handle, "uAlbedo");
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uAmbient = glGetUniformLocation(handle, "uAmbient");
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uLight = glGetUniformLocation(handle, "uLight");
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}
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void PhongShader::setAlbedo(const glm::vec3& albedo) {
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assert(uAlbedo >= 0);
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glUseProgram(*this);
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glUniform3f(uAlbedo, albedo[0], albedo[1], albedo[2]);
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glUseProgram(0);
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}
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void PhongShader::setAmbient(const glm::vec3& ambient) {
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assert(uAmbient >= 0);
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glUseProgram(*this);
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glUniform3f(uAmbient, ambient[0], ambient[1], ambient[2]);
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glUseProgram(0);
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}
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void PhongShader::setLight(const glm::vec3& light) {
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assert(uLight >= 0);
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glUseProgram(*this);
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glUniform3f(uLight, light[0], light[1], light[2]);
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glUseProgram(0);
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}
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PickShader::PickShader() : GLProgram() {}
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void PickShader::postLink() {
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// get uniforms
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uTessFact = glGetUniformLocation(handle, "uTessFact");
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}
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void PickShader::setTessFact(unsigned int n) {
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assert(uTessFact >= 0);
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glUseProgram(*this);
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glUniform1i(uTessFact, n);
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glUseProgram(0);
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} |