109 lines
2.0 KiB
C++
109 lines
2.0 KiB
C++
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include "shader.hpp"
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#include "window.hpp"
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using namespace Sim::Graphics;
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Shader Shader::MAIN;
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Shader Shader::BLUR;
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static int load_shader(const char* src, int type)
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{
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int id = glCreateShader(type);
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glShaderSource(id, 1, &src, nullptr);
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glCompileShader(id);
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return id;
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}
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static std::string read_shader(const char* path)
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{
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std::stringstream ss;
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std::ifstream file(path, std::ios::binary);
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char buff[1024];
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while(!file.eof())
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{
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file.read(buff, 1024);
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ss.write(buff, file.gcount());
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}
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return ss.str();
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}
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Shader::Shader()
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{
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}
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Shader::Shader(Shader&& o)
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{
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prog_id = o.prog_id;
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o.prog_id = 0;
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}
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Shader::~Shader()
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{
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if(prog_id)
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{
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glDeleteProgram(prog_id);
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}
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}
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void Shader::load(const char* path, const char* file_vsh, const char* file_fsh)
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{
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std::string path_vsh = std::string(path) + "/" + std::string(file_vsh);
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std::string path_fsh = std::string(path) + "/" + std::string(file_fsh);
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std::string shader_vsh = read_shader(path_vsh.c_str());
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std::string shader_fsh = read_shader(path_fsh.c_str());
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int success;
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int vsh_id = load_shader(shader_vsh.c_str(), GL_VERTEX_SHADER);
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int fsh_id = load_shader(shader_fsh.c_str(), GL_FRAGMENT_SHADER);
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prog_id = glCreateProgram();
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glAttachShader(prog_id, vsh_id);
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glAttachShader(prog_id, fsh_id);
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glLinkProgram(prog_id);
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glGetProgramiv(prog_id, GL_LINK_STATUS, &success);
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if(!success)
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{
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char infoLog[512];
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glGetProgramInfoLog(prog_id, 512, NULL, infoLog);
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std::cout << "Shader Link Error (" << path << "," << file_vsh << "," << file_fsh << "): " << infoLog << std::endl;
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Window::close();
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return;
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}
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glUseProgram(prog_id);
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glDeleteShader(vsh_id);
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glDeleteShader(fsh_id);
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}
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void Shader::use()
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{
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glUseProgram(prog_id);
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}
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unsigned int Shader::operator [](const char* pos)
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{
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auto it = uniform_locations.find(pos);
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if(it != uniform_locations.end())
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{
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return it->second;
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}
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return uniform_locations[pos] = glGetUniformLocation(prog_id, pos);
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}
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