#include "Shader.h" #include #include #include #include #include #include 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(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); } }