dungeon/src/Shader.cpp

160 lines
4.8 KiB
C++

#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, loc));
if (loc < 0){
}
return loc;
}
return it->second;
}
void Shader::init_streams(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();
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_RENDER, "Could not load vert shader!");
}
std::string fsource;
if (frag.is_open()) {
std::string line;
while (getline(frag, line)) {
fsource += line + "\n";
}
frag.close();
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_RENDER, "Could not load frag shader!");
}
init_source(vsource, fsource);
}
void Shader::init_source(std::string vertsource, std::string fragsource) {
vert_id = glCreateShader(GL_VERTEX_SHADER);
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;
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &infologlength);
if (infologlength > 0) {
std::string errorlog(infologlength + 1, ' ');
glGetProgramInfoLog(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");
if (uniform_color < 0){
SDL_LogWarn(SDL_LOG_CATEGORY_RENDER, "No shader color?????\n");
}
uniform_mvp = glGetUniformLocation(program_id, "MVP");
if (uniform_mvp < 0){
SDL_LogWarn(SDL_LOG_CATEGORY_RENDER, "No shader mvp?????\n");
}
print_values();
}
Shader::Shader() {}
Shader::Shader(const char* vertpath, const char* fragpath) {
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Creating shader with '%s' and '%s'\n", vertpath, fragpath);
init_streams(std::ifstream(vertpath), std::ifstream(fragpath));
}
Shader::Shader(std::string vertsource, std::string fragsource) {
init_source(vertsource, fragsource);
}
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, Color &val) { glUniform4f(get_uniform_location(name), val.r, val.g, val.b, val.a); }
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);
}
void Shader::erase() {
if (frag_id != 0)
{
glDeleteShader(frag_id);
frag_id = 0;
}
if (vert_id != 0)
{
glDeleteShader(vert_id);
vert_id = 0;
}
if (program_id != 0)
{
glDeleteProgram(program_id);
program_id = 0;
}
}
void Shader::print_values() {
fprintf(stderr, "program_id: %i\nvert_id: %i\nfrag_id: %i\nuniform_mvp: %i\nuniform_color: %i\n", program_id, vert_id, frag_id, uniform_mvp, uniform_color);
}