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Shader.cpp
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Shader.cpp
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//
// Created by debowin on 11/12/17.
//
#include "Shader.h"
#include <iostream>
#include <fstream>
Shader::Shader(std::string fileName) {
m_program = glCreateProgram();
m_shaders[0] = CreateShader(LoadShader(fileName + ".vs"), GL_VERTEX_SHADER);
m_shaders[1] = CreateShader(LoadShader(fileName + ".fs"), GL_FRAGMENT_SHADER);
for (unsigned int m_shader: m_shaders)
glAttachShader(m_program, m_shader);
glBindAttribLocation(m_program, 0, "position");
glBindAttribLocation(m_program, 1, "texCoord");
glBindAttribLocation(m_program, 2, "normal");
glLinkProgram(m_program);
CheckShaderError(m_program, GL_LINK_STATUS, true, "Error: Program linking failed");
glValidateProgram(m_program);
CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Error: Program validation failed");
m_uniforms[MODEL_U] = (GLuint)glGetUniformLocation(m_program, "model");
m_uniforms[VIEW_U] = (GLuint)glGetUniformLocation(m_program, "view");
m_uniforms[PROJECTION_U] = (GLuint)glGetUniformLocation(m_program, "proj");
m_uniforms[SPECULAR_U] = (GLuint)glGetUniformLocation(m_program, "material.specular");
m_uniforms[NS_U] = (GLuint)glGetUniformLocation(m_program, "material.shininess");
}
Shader::~Shader() {
for (unsigned int m_shader : m_shaders) {
glDetachShader(m_program, m_shader);
glDeleteShader(m_shader);
}
glDeleteProgram(m_program);
}
void Shader::Bind() {
glUseProgram(m_program);
}
std::string Shader::LoadShader(std::string fileName) {
std::ifstream file;
file.open(fileName.c_str());
std::string output;
std::string line;
if (file.is_open()) {
while (file.good()) {
getline(file, line);
output.append(line + "\n");
}
} else {
std::cerr << "Unable to load shader: " << fileName << std::endl;
}
return output;
}
void Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string &errorMessage) {
GLint success = 0;
GLchar error[1024] = {0};
if (isProgram)
glGetProgramiv(shader, flag, &success);
else
glGetShaderiv(shader, flag, &success);
if (success == GL_FALSE) {
if (isProgram)
glGetProgramInfoLog(shader, sizeof(error), nullptr, error);
else
glGetShaderInfoLog(shader, sizeof(error), nullptr, error);
std::cerr << errorMessage << ": '" << error << "'" << std::endl;
}
}
GLuint Shader::CreateShader(std::string text, GLenum shaderType) {
GLuint shader = glCreateShader(shaderType);
if(shader == 0)
std::cerr << "Error: Shader creation failed." << std::endl;
const GLchar* shaderSourceString = text.c_str();
auto shaderSourceStringLength = (GLint)text.length();
glShaderSource(shader, 1, &shaderSourceString, &shaderSourceStringLength);
glCompileShader(shader);
CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error: Shader compilation failed");
return shader;
}
void Shader::UpdateUniforms(const Transform &transform, Camera& camera, const Material& material) {
glm::mat4 model = transform.GetModel();
glm::mat4 view = camera.GetView();
glm::mat4 proj = camera.GetProjection();
glUniformMatrix4fv(m_uniforms[MODEL_U], 1, GL_FALSE, &model[0][0]);
glUniformMatrix4fv(m_uniforms[VIEW_U], 1, GL_FALSE, &view[0][0]);
glUniformMatrix4fv(m_uniforms[PROJECTION_U], 1, GL_FALSE, &proj[0][0]);
glUniform3fv(m_uniforms[SPECULAR_U], 1, &material.GetSpecular()[0]);
glUniform1f(m_uniforms[NS_U], material.GetNS());
}
void Shader::setVec3(const std::string &key, glm::vec3 value) {
glUniform3fv(glGetUniformLocation(m_program, key.c_str()), 1, &value[0]);
}
void Shader::setFloat(const std::string &key, float value) {
glUniform1f(glGetUniformLocation(m_program, key.c_str()), value);
}