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- #include <fstream>
- #include "rendering/Shader.h"
- #include "utils/Logger.h"
- Shader::Shader() : shaders(0), program(0) {
- }
- Shader::~Shader() {
- for(GL::Shader shader : shaders) {
- GL::deleteShader(shader);
- }
- GL::deleteProgram(program);
- }
- static bool endsWith(const char* path, int length, const char* ending) {
- int endingLength = strlen(ending);
- if(length < endingLength) {
- return false;
- }
- return strcmp(path + (length - endingLength), ending) == 0;
- }
- GL::ShaderType Shader::getShaderType(const char* path) const {
- int length = strlen(path);
- if(endsWith(path, length, ".vs")) {
- return GL::VERTEX_SHADER;
- } else if(endsWith(path, length, ".fs")) {
- return GL::FRAGMENT_SHADER;
- } else if(endsWith(path, length, ".gs")) {
- return GL::GEOMETRY_SHADER;
- } else if(endsWith(path, length, ".tcs")) {
- return GL::TESSELATION_CONTROL_SHADER;
- } else if(endsWith(path, length, ".tes")) {
- return GL::TESSELATION_EVALUATION_SHADER;
- }
- return GL::NO_SHADER;
- }
- Error Shader::readAndCompile(const char* path, GL::Shader& s,
- GL::ShaderType st) {
- List<char> code;
- Error error = readFile(code, path);
- if(error.has()) {
- return error;
- }
- return compileType(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::compileType(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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