Files
vb01/shader.cpp
T
2024-09-08 14:23:23 +03:00

173 lines
4.2 KiB
C++
Executable File

#include "glad.h"
#include <glfw3.h>
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader.h"
#include "assetManager.h"
using namespace std;
using namespace glm;
namespace vb01{
Shader::Shader(string shaderPath, bool geometry){
this->geometry = geometry;
initShaders(shaderPath + ".vert", shaderPath + ".frag", shaderPath + ".geo");
loadShaders();
}
Shader::Shader(string vertShader, string fragShader){
this->geometry = false;
initShaders(vertShader, fragShader, "");
loadShaders();
}
Shader::Shader(string vertShader, string fragShader, string geoShader){
this->geometry = true;
initShaders(vertShader, fragShader, geoShader);
loadShaders();
}
string Shader::getName(){
int dirId = vString->path.find_last_of('/');
string name = (dirId != -1 ? vString->path.substr(dirId + 1) : vString->path);
int dotId = name.find_last_of('.');
if(dotId != -1)
name = name.substr(0, dotId);
return name;
}
void Shader::initShaders(string vertShaderPath, string fragShaderPath, string geoShaderPath){
AssetManager *am = AssetManager::getSingleton();
vString = (ShaderAsset*)am->getAsset(vertShaderPath);
fString = (ShaderAsset*)am->getAsset(fragShaderPath);
if(geometry)
gString = (ShaderAsset*)am->getAsset(geoShaderPath);
}
void Shader::pushShader(u32 &type, string &sString, int glType, ErrorType errorType){
type = glCreateShader(glType);
const char *shaderSource = sString.c_str();
glShaderSource(type, 1, &shaderSource, NULL);
glCompileShader(type);
checkCompileErrors(type, errorType);
}
void Shader::loadShaders(){
u32 vert, geo, frag;
pushShader(vert, vString->shaderString, GL_VERTEX_SHADER, VERTEX_ERROR);
pushShader(frag, fString->shaderString, GL_FRAGMENT_SHADER, FRAGMENT_ERROR);
if(geometry)
pushShader(geo, gString->shaderString, GL_GEOMETRY_SHADER, GEOMETRY_ERROR);
id = glCreateProgram();
glAttachShader(id, vert);
glAttachShader(id, frag);
if(geometry)
glAttachShader(id, geo);
glLinkProgram(id);
checkCompileErrors(id, PROGRAM_ERROR);
glDeleteShader(vert);
glDeleteShader(frag);
if(geometry)
glDeleteShader(geo);
}
void Shader::checkCompileErrors(u32 shader, ErrorType type){
int success;
const int infoLogLen = 1024;
char infoLog[infoLogLen];
switch(type){
case PROGRAM_ERROR:
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if(!success){
glGetProgramInfoLog(shader, infoLogLen, NULL, infoLog);
cout << "ERROR::PROGRAM_LINK_ERROR: " << type << endl << infoLog << endl;
}
break;
default:
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success){
const char *sh;
switch(type){
case VERTEX_ERROR:
sh = "VERTEX";
break;
case GEOMETRY_ERROR:
sh = "GEOMETRY";
break;
case FRAGMENT_ERROR:
sh = "FRAGMENT";
break;
}
glGetShaderInfoLog(shader, infoLogLen, NULL, infoLog);
cout << "ERROS::SHADER_COMPILE_ERROR::" << sh << endl << infoLog << endl;
}
break;
}
}
void Shader::use(){glUseProgram(id);}
void Shader::setMat4(mat4 mat, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniformMatrix4fv(uniformLoc, 1, GL_FALSE, value_ptr(mat));
}
void Shader::setFloat(float fl, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniform1f(uniformLoc, fl);
}
void Shader::setVec4(Vector4 vec, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniform4f(uniformLoc, vec.x, vec.y, vec.z, vec.w);
}
void Shader::setVec3(Vector3 vec, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniform3f(uniformLoc, vec.x, vec.y, vec.z);
}
void Shader::setVec2(Vector2 vec, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniform2f(uniformLoc, vec.x, vec.y);
}
void Shader::setBool(bool b, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniform1i(uniformLoc, (int)b);
}
void Shader::setInt(int i, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniform1i(uniformLoc, i);
}
void Shader::setUnsignedInt(u32 i, string var){
int uniformLoc = glGetUniformLocation(id, var.c_str());
glUniform1ui(uniformLoc, i);
}
}