Add wip shader class

This commit is contained in:
Adrian Hedqvist 2017-12-30 20:16:00 +01:00
parent 1ace1cf300
commit 2a1ccfe3a8
2 changed files with 144 additions and 0 deletions

117
src/Shader.cpp Normal file
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#include "Shader.h"
#include <SDL2\SDL_log.h>
#include <glbinding\gl\gl.h>
#include <glm\mat4x4.hpp>
#include <fstream>
#include <string>
#include <map>
using namespace gl;
gl::GLint Shader::get_uniform_location(std::string name) {
auto it = uniforms.find(name);
if (it == uniforms.end()) {
GLint loc = glGetUniformLocation(program_id, name.c_str());
uniforms.insert(std::pair<std::string, GLint>(name, glGetUniformLocation(program_id, name.c_str())));
return loc;
}
return it->second;
}
Shader::Shader(std::ifstream vert, std::ifstream frag) {
std::string vsource;
if (vert.is_open()) {
std::string line;
while (getline(vert, line)) {
vsource += line + "\n";
}
vert.close();
}
std::string fsource;
if (frag.is_open()) {
std::string line;
while (getline(frag, line)) {
fsource += line + "\n";
}
frag.close();
}
Shader(vsource, fsource);
}
Shader::Shader(std::string vertsource, std::string fragsource) {
GLuint vert_id = glCreateShader(GL_VERTEX_SHADER);
GLuint frag_id = glCreateShader(GL_FRAGMENT_SHADER);
char const * vs = vertsource.c_str();
glShaderSource(vert_id, 1, &vs, nullptr);
glCompileShader(vert_id);
char const * fs = fragsource.c_str();
glShaderSource(frag_id, 1, &fs, nullptr);
glCompileShader(frag_id);
GLboolean result = GL_FALSE;
int infologlength = 0;
glGetShaderiv(vert_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(vert_id, GL_INFO_LOG_LENGTH, &infologlength);
if (infologlength > 0) {
std::string errorlog(infologlength + 1, ' ');
glGetShaderInfoLog(vert_id, infologlength, NULL, &errorlog[0]);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Errors compiling vertex shader:\n%s\n", &errorlog[0]);
}
result = GL_FALSE;
infologlength = 0;
glGetShaderiv(frag_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(frag_id, GL_INFO_LOG_LENGTH, &infologlength);
if (infologlength > 0) {
std::string errorlog(infologlength + 1, ' ');
glGetShaderInfoLog(frag_id, infologlength, NULL, &errorlog[0]);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Errors compiling frag shader:\n%s\n", &errorlog[0]);
}
program_id = glCreateProgram();
glAttachShader(program_id, vert_id);
glAttachShader(program_id, frag_id);
glLinkProgram(program_id);
result = GL_FALSE;
infologlength = 0;
glGetShaderiv(program_id, GL_LINK_STATUS, &result);
glGetShaderiv(program_id, GL_INFO_LOG_LENGTH, &infologlength);
if (infologlength > 0) {
std::string errorlog(infologlength + 1, ' ');
glGetShaderInfoLog(program_id, infologlength, NULL, &errorlog[0]);
SDL_LogWarn(SDL_LOG_CATEGORY_RENDER, "Errors when linking shader program:\n%s\n", &errorlog[0]);
}
glDetachShader(program_id, vert_id);
glDetachShader(program_id, frag_id);
glDeleteShader(vert_id);
glDeleteShader(frag_id);
uniform_color = glGetUniformLocation(program_id, "colortint");
uniform_mvp = glGetUniformLocation(program_id, "MVP");
}
void Shader::use() { glUseProgram(program_id); }
void Shader::set_color_tint(Color col) { glUniform4f(uniform_color, col.r, col.g, col.b, col.a); }
void Shader::set_mvp(glm::mat4x4 mvp) { glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, &mvp[0][0]); }
void Shader::set_aux_uniform(std::string name, glm::fvec4 val) { glUniform4f(get_uniform_location(name), val.r, val.g, val.b, val.a); }
void Shader::set_aux_uniform(std::string name, float val) {
glUniform1f(get_uniform_location(name), val);
}
Shader::~Shader() {}
void Shader::erase() {
if (program_id) {
glDeleteShader(program_id);
}
}

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src/Shader.h Normal file
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#pragma once
#include <string>
#include <map>
#include <fstream>
#include <glbinding\gl\types.h>
#include <glm\common.hpp>
#include "Renderer.h"
class Shader {
gl::GLuint program_id = 0;
gl::GLint uniform_color;
gl::GLint uniform_mvp;
std::map<std::string, gl::GLint> uniforms;
gl::GLint get_uniform_location(std::string name);
public:
Shader(std::ifstream vert, std::ifstream frag);
Shader(std::string vert, std::string frag);
void use();
void set_color_tint(Color col);
void set_mvp(glm::mat4x4 mvp);
void set_aux_uniform(std::string name, glm::fvec4 val);
void set_aux_uniform(std::string name, float val);
~Shader();
void erase();
};