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Shader.cpp
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210 lines (157 loc) · 5.84 KB
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#include "Shader.h"
#include <iostream>
std::string read_file(std::string file_name) {
std::ifstream file;
file.open(file_name);
std::string line;
std::string res = "";
while (std::getline(file, line)) {
res += line + '\n';
}
file.close();
return res;
}
Shader::Shader() {}
Shader::Shader(std::string vert_file_name, std::string frag_file_name) {
printf("compiling shaders ... ");
std::string vert_source_s = read_file(vert_file_name);
std::string frag_source_s = read_file(frag_file_name);
const GLchar* vert_source = static_cast<const GLchar*>(vert_source_s.c_str());
const GLchar* frag_source = static_cast<const GLchar*>(frag_source_s.c_str());
GLuint vert_shader = glCreateShader(GL_VERTEX_SHADER);
GLuint frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vert_shader, 1, &vert_source, nullptr);
glShaderSource(frag_shader, 1, &frag_source, nullptr);
glCompileShader(vert_shader);
glCompileShader(frag_shader);
GLint isCompiled = 0;
glGetShaderiv(frag_shader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(frag_shader, GL_INFO_LOG_LENGTH, &maxLength);
GLchar infoLog[100];
glGetShaderInfoLog(frag_shader, maxLength, &maxLength, infoLog);
printf("\nerreur de compilation dans le fragment shader (%i char):\n", maxLength);
std::cerr << infoLog;
glDeleteShader(frag_shader);
glDeleteShader(vert_shader);
exit(-1);
}
isCompiled = 0;
glGetShaderiv(vert_shader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vert_shader, GL_INFO_LOG_LENGTH, &maxLength);
GLchar infoLog[100];
glGetShaderInfoLog(vert_shader, maxLength, &maxLength, infoLog);
printf("\nerreur de compilation dans le vertex shader (%i char):\n", maxLength);
std::cerr << infoLog;
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
exit(-1);
}
program = glCreateProgram();
glAttachShader(program, vert_shader);
glAttachShader(program, frag_shader);
glLinkProgram(program);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
glDeleteProgram(program);
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
printf("\nerreur dans l'édition des liens (%i char):\n", maxLength);
std::cerr << infoLog.data();
exit(-1);
}
glDetachShader(program, vert_shader);
glDetachShader(program, frag_shader);
isActivated = false;
printf("finished \n");
}
void Shader::activate() {
glUseProgram(program);
isActivated = true;
}
void Shader::putUniform(std::string variable_name, int v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform1i(location, v);
}
void Shader::putUniform(std::string variable_name, float v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform1f(location, v);
}
void Shader::putUniform(std::string variable_name, float v1, float v2) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform2f(location, v1, v2);
}
void Shader::putUniform(std::string variable_name, float v1, float v2, float v3) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform3f(location, v1, v2, v3);
}
void Shader::putUniform(std::string variable_name, float v1, float v2, float v3, float v4) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform4f(location, v1, v2, v3, v4);
}
void Shader::putUniform(std::string variable_name, std::vector<float> v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform1fv(location, v.size(), v.data());
}
void Shader::putUniform(std::string variable_name, std::vector<Vec2> v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform2fv(location, v.size(), (float*) v.data());
}
void Shader::putUniform(std::string variable_name, std::vector<Vec3> v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform3fv(location, v.size(), (float*) v.data());
}
void Shader::putUniform(std::string variable_name, std::vector<Vec4> v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniform4fv(location, v.size(), (float*)v.data());
}
void Shader::putUniform(std::string variable_name, glm::mat4 v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(v));
}
void Shader::putUniformT(std::string variable_name, glm::mat4 v) {
int location = glGetUniformLocation(program, variable_name.c_str());
glUniformMatrix4fv(location, 1, GL_TRUE, glm::value_ptr(v));
}
int sizeofGL(GLenum type) {
switch (type) {
case GL_FLOAT: return sizeof(float);
case GL_INT: return sizeof(int);
case GL_BOOL: return sizeof(bool);
default: std::cerr << "Type non reconnu.";
}
}
void Shader::init(struct VertexAttributes* vertices, int number_vertices) {
unsigned int VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexAttributes)*number_vertices, vertices, GL_STATIC_DRAW);
size_t length = sizeof(SIZES_VERTEX_ATTR) / sizeof(int);
size_t tot_size = 0;
for (size_t i = 0; i < length; i++) { tot_size += SIZES_VERTEX_ATTR[i] * sizeofGL(TYPES_VERTEX_ATTR[i]); }
size_t offset = 0;
for (size_t i = 0; i < length; i++) {
int size = SIZES_VERTEX_ATTR[i] * sizeofGL(TYPES_VERTEX_ATTR[i]);
glVertexAttribPointer(i, SIZES_VERTEX_ATTR[i], TYPES_VERTEX_ATTR[i], GL_FALSE, tot_size, (void*)offset);
glEnableVertexAttribArray(i);
offset += size;
}
activate();
}
void Shader::test_in_loop() {
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES, 0, 3);
}