Open Source Tomb Raider Engine
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  1. /*!
  2. * \file src/system/Shader.cpp
  3. * \brief OpenGL Shader implementation
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Log.h"
  9. #include "TextureManager.h"
  10. #include "system/Shader.h"
  11. Shader::~Shader() {
  12. if (programID >= 0)
  13. glDeleteProgram(programID);
  14. if (!buffers.empty())
  15. glDeleteBuffers(buffers.size(), &buffers[0]);
  16. }
  17. int Shader::addUniform(const char* name) {
  18. assert(programID >= 0);
  19. int r = glGetUniformLocation(programID, name);
  20. if (r < 0) {
  21. getLog() << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
  22. return -1;
  23. }
  24. uniforms.push_back(r);
  25. return uniforms.size() - 1;
  26. }
  27. unsigned int Shader::getUniform(int n) {
  28. assert(n >= 0);
  29. assert(n < uniforms.size());
  30. return uniforms.at(n);
  31. }
  32. void Shader::addBuffer(int n) {
  33. int s = buffers.size();
  34. for (int i = 0; i < n; i++)
  35. buffers.push_back(0);
  36. glGenBuffers(n, &buffers[s]);
  37. }
  38. unsigned int Shader::getBuffer(int n) {
  39. assert(n >= 0);
  40. assert(n < buffers.size());
  41. return buffers.at(n);
  42. }
  43. void Shader::loadUniform(int uni, glm::vec2 vec) {
  44. glUniform2f(getUniform(uni), vec.x, vec.y);
  45. }
  46. void Shader::loadUniform(int uni, glm::vec4 vec) {
  47. glUniform4f(getUniform(uni), vec.r, vec.g, vec.b, vec.a);
  48. }
  49. void Shader::loadUniform(int uni, glm::mat4 mat) {
  50. glUniformMatrix4fv(getUniform(uni), 1, GL_FALSE, &mat[0][0]);
  51. }
  52. void Shader::loadUniform(int uni, int texture, TextureManager::TextureStorage store, int slot) {
  53. getTextureManager().bindTextureId(texture, store, slot);
  54. glUniform1i(getUniform(uni), slot);
  55. }
  56. void Shader::bindBuffer(int buff) {
  57. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBuffer(buff));
  58. }
  59. void Shader::bindBuffer(int buff, int location, int size) {
  60. glEnableVertexAttribArray(location);
  61. glBindBuffer(GL_ARRAY_BUFFER, getBuffer(buff));
  62. glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE, 0, nullptr);
  63. while (attribs.size() <= location)
  64. attribs.push_back(false);
  65. attribs.at(location) = true;
  66. }
  67. void Shader::disableAttribs() {
  68. for (int i = 0; i < attribs.size(); i++) {
  69. if (attribs.at(i)) {
  70. glDisableVertexAttribArray(i);
  71. attribs.at(i) = false;
  72. }
  73. }
  74. }
  75. void Shader::use() {
  76. assert(programID >= 0);
  77. glUseProgram(programID);
  78. }
  79. int Shader::compile(const char* vertex, const char* fragment) {
  80. assert(vertex != nullptr);
  81. assert(fragment != nullptr);
  82. GLuint vertexID = glCreateShader(GL_VERTEX_SHADER);
  83. GLuint fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
  84. GLint result = GL_FALSE;
  85. GLint logLength = 0;
  86. // Compile vertex shader
  87. glShaderSource(vertexID, 1, &vertex, nullptr);
  88. glCompileShader(vertexID);
  89. // Check vertex shader
  90. glGetShaderiv(vertexID, GL_COMPILE_STATUS, &result);
  91. glGetShaderiv(vertexID, GL_INFO_LOG_LENGTH, &logLength);
  92. if (logLength > 0) {
  93. std::vector<char> message(logLength + 1);
  94. glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
  95. if (result != GL_TRUE)
  96. getLog() << "Vertex Shader compilation error:" << Log::endl;
  97. getLog() << &message[0] << Log::endl;
  98. glDeleteShader(vertexID);
  99. glDeleteShader(fragmentID);
  100. return -1;
  101. }
  102. // Compile fragment shader
  103. glShaderSource(fragmentID, 1, &fragment, nullptr);
  104. glCompileShader(fragmentID);
  105. // Check fragment shader
  106. glGetShaderiv(fragmentID, GL_COMPILE_STATUS, &result);
  107. glGetShaderiv(fragmentID, GL_INFO_LOG_LENGTH, &logLength);
  108. if (logLength > 0) {
  109. std::vector<char> message(logLength + 1);
  110. glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
  111. if (result != GL_TRUE)
  112. getLog() << "Fragment Shader compilation error:" << Log::endl;
  113. getLog() << &message[0] << Log::endl;
  114. glDeleteShader(vertexID);
  115. glDeleteShader(fragmentID);
  116. return -2;
  117. }
  118. // Link both shaders
  119. programID = glCreateProgram();
  120. glAttachShader(programID, vertexID);
  121. glAttachShader(programID, fragmentID);
  122. glLinkProgram(programID);
  123. // Check resulting program
  124. glGetProgramiv(programID, GL_LINK_STATUS, &result);
  125. glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
  126. if (logLength > 0) {
  127. std::vector<char> message(logLength + 1);
  128. glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
  129. if (result != GL_TRUE)
  130. getLog() << "Shader link error:" << Log::endl;
  131. getLog() << &message[0] << Log::endl;
  132. glDeleteShader(vertexID);
  133. glDeleteShader(fragmentID);
  134. glDeleteProgram(programID);
  135. return -3;
  136. }
  137. glDeleteShader(vertexID);
  138. glDeleteShader(fragmentID);
  139. return programID;
  140. }