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- #include <fstream>
- #include "rendering/Shader.h"
- #include "utils/Logger.h"
- #include "wrapper/GL.h"
- Shader::Shader() : vertex(0), geometry(0), fragment(0), program(0) {
- }
- Shader::~Shader() {
- GL::deleteShader(vertex);
- GL::deleteShader(geometry);
- GL::deleteShader(fragment);
- GL::deleteProgram(program);
- }
- Error Shader::compile(const char* vertexPath, const char* geometryPath,
- const char* fragmentPath) {
- if(vertexPath != nullptr) {
- Error error = compile(vertexPath, vertex, GL::VERTEX_SHADER);
- if(error.has()) {
- return error;
- }
- }
- if(geometryPath != nullptr) {
- Error error = compile(geometryPath, geometry, GL::GEOMETRY_SHADER);
- if(error.has()) {
- return error;
- }
- }
- if(fragmentPath != nullptr) {
- Error error = compile(fragmentPath, fragment, GL::FRAGMENT_SHADER);
- if(error.has()) {
- return error;
- }
- }
- program = GL::createProgram();
- if(vertexPath != nullptr) {
- GL::attachShader(program, vertex);
- }
- if(geometryPath != nullptr) {
- GL::attachShader(program, geometry);
- }
- if(fragmentPath != nullptr) {
- GL::attachShader(program, fragment);
- }
- GL::linkProgram(program);
- Error error = GL::getError("cannot link");
- if(error.has()) {
- return error;
- }
- return GL::getLinkerError(program);
- }
- Error Shader::compile(const char* path, GL::Shader& s, GL::ShaderType st) {
- List<char> code;
- Error error = readFile(code, path);
- if(error.has()) {
- return error;
- }
- return compile(s, code, st);
- }
- Error Shader::readFile(List<char>& code, const char* path) const {
- std::ifstream in;
- in.open(path);
- if(!in.good()) {
- return {"cannot read file"};
- }
- while(true) {
- int c = in.get();
- if(c == EOF) {
- break;
- }
- code.add(c);
- }
- code.add('\0');
- return {};
- }
- Error Shader::compile(GL::Shader& s, const List<char>& code,
- GL::ShaderType st) {
- s = GL::createShader(st);
- GL::compileShader(s, code.begin());
- Error error = GL::getError("compile error");
- if(error.has()) {
- return error;
- }
- return GL::getCompileError(s);
- }
- void Shader::use() const {
- GL::useProgram(program);
- }
- void Shader::setMatrix(const char* name, const float* data) {
- GL::setMatrix(program, name, data);
- }
- void Shader::setInt(const char* name, int data) {
- GL::setInt(program, name, data);
- }
- void Shader::setFloat(const char* name, float data) {
- GL::setFloat(program, name, data);
- }
- void Shader::setVector(const char* name, const Vector2& v) {
- GL::set2Float(program, name, &(v[0]));
- }
- void Shader::setVector(const char* name, const Vector3& v) {
- GL::set3Float(program, name, &(v[0]));
- }
- void Shader::setVector(const char* name, const Vector4& v) {
- GL::set4Float(program, name, &(v[0]));
- }
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