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shader.cpp
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shader.cpp
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/*
#include "shader.h"
#include <iostream>
Shader& Shader::Use()
{
glUseProgram(this->ID);
return *this;
}
void Shader::Compile(const GLchar* vertexSource, const GLchar* fragmentSource, const GLchar* geometrySource)
{
GLuint sVertex, sFragment, gShader;
// Vertex Shader
sVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(sVertex, 1, &vertexSource, NULL);
glCompileShader(sVertex);
checkCompileErrors(sVertex, "VERTEX");
// Fragment Shader
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(sFragment, 1, &fragmentSource, NULL);
glCompileShader(sFragment);
checkCompileErrors(sFragment, "FRAGMENT");
// If geometry shader source code is given, also compile geometry shader
if (geometrySource != nullptr)
{
gShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gShader, 1, &geometrySource, NULL);
glCompileShader(gShader);
checkCompileErrors(gShader, "GEOMETRY");
}
// Shader Program
this->ID = glCreateProgram();
glAttachShader(this->ID, sVertex);
glAttachShader(this->ID, sFragment);
if (geometrySource != nullptr)
glAttachShader(this->ID, gShader);
glLinkProgram(this->ID);
checkCompileErrors(this->ID, "PROGRAM");
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(sVertex);
glDeleteShader(sFragment);
if (geometrySource != nullptr)
glDeleteShader(gShader);
}
void Shader::SetFloat(const GLchar* name, GLfloat value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform1f(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetInteger(const GLchar* name, GLint value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform1i(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetVector2f(const GLchar* name, GLfloat x, GLfloat y, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
}
void Shader::SetVector2f(const GLchar* name, const glm::vec2& value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
}
void Shader::SetVector3f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
}
void Shader::SetVector3f(const GLchar* name, const glm::vec3& value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
}
void Shader::SetVector4f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
}
void Shader::SetVector4f(const GLchar* name, const glm::vec4& value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w);
}
void Shader::SetMatrix4(const GLchar* name, const glm::mat4& matrix, GLboolean useShader)
{
if (useShader)
this->Use();
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::checkCompileErrors(GLuint object, std::string type)
{
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
else
{
glGetProgramiv(object, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
}
*/