fast-nuclear-sim/src/graphics/shader.cpp

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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
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#include <fstream>
#include <sstream>
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#include "shader.hpp"
#include "window.hpp"
using namespace sim::graphics;
static unsigned int prog_id;
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int shader::gl_tex_mat;
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int shader::gl_model;
int shader::gl_camera;
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int shader::gl_projection;
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static int load_shader(const char* src, int type)
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{
int id = glCreateShader(type);
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glShaderSource(id, 1, &src, nullptr);
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glCompileShader(id);
return id;
}
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static std::string read_shader(const char* path)
{
std::stringstream ss;
std::ifstream file(path, std::ios::binary);
char buff[1024];
while(!file.eof())
{
file.read(buff, 1024);
ss.write(buff, file.gcount());
}
return ss.str();
}
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unsigned int shader::init_program()
{
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std::string shader_vsh = read_shader("../assets/shader/main.vsh");
std::string shader_fsh = read_shader("../assets/shader/main.fsh");
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int success;
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int vsh_id = load_shader(shader_vsh.c_str(), GL_VERTEX_SHADER);
int fsh_id = load_shader(shader_fsh.c_str(), GL_FRAGMENT_SHADER);
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prog_id = glCreateProgram();
glAttachShader(prog_id, vsh_id);
glAttachShader(prog_id, fsh_id);
glLinkProgram(prog_id);
glGetProgramiv(prog_id, GL_LINK_STATUS, &success);
if(!success)
{
char infoLog[512];
glGetProgramInfoLog(prog_id, 512, NULL, infoLog);
std::cout << "Shader Link Error: " << infoLog << std::endl;
window::close();
return 0;
}
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gl_tex_mat = glGetUniformLocation(prog_id, "tex_mat");
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gl_model = glGetUniformLocation(prog_id, "model");
gl_camera = glGetUniformLocation(prog_id, "camera");
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gl_projection = glGetUniformLocation(prog_id, "projection");
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glUseProgram(prog_id);
glDeleteShader(vsh_id);
glDeleteShader(fsh_id);
return prog_id;
}