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- /*!
- * \file src/system/Shader.cpp
- * \brief OpenGL Shader implementation
- *
- * \author xythobuz
- */
-
- #include "global.h"
- #include "Log.h"
- #include "TextureManager.h"
- #include "system/Shader.h"
-
- Shader::~Shader() {
- if (programID >= 0)
- glDeleteProgram(programID);
-
- if (!buffers.empty())
- glDeleteBuffers(buffers.size(), &buffers[0]);
- }
-
- int Shader::addUniform(const char* name) {
- assert(programID >= 0);
- int r = glGetUniformLocation(programID, name);
- if (r < 0) {
- getLog() << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
- return -1;
- }
- uniforms.push_back(r);
- return uniforms.size() - 1;
- }
-
- unsigned int Shader::getUniform(int n) {
- assert(n >= 0);
- assert(n < uniforms.size());
- return uniforms.at(n);
- }
-
- void Shader::addBuffer(int n) {
- int s = buffers.size();
- for (int i = 0; i < n; i++)
- buffers.push_back(0);
- glGenBuffers(n, &buffers[s]);
- }
-
- unsigned int Shader::getBuffer(int n) {
- assert(n >= 0);
- assert(n < buffers.size());
- return buffers.at(n);
- }
-
- void Shader::loadUniform(int uni, glm::vec2 vec) {
- glUniform2f(getUniform(uni), vec.x, vec.y);
- }
-
- void Shader::loadUniform(int uni, glm::vec4 vec) {
- glUniform4f(getUniform(uni), vec.r, vec.g, vec.b, vec.a);
- }
-
- void Shader::loadUniform(int uni, glm::mat4 mat) {
- glUniformMatrix4fv(getUniform(uni), 1, GL_FALSE, &mat[0][0]);
- }
-
- void Shader::loadUniform(int uni, int texture, TextureManager::TextureStorage store, int slot) {
- getTextureManager().bindTextureId(texture, store, slot);
- glUniform1i(getUniform(uni), slot);
- }
-
- void Shader::bindBuffer(int buff) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBuffer(buff));
- }
-
- void Shader::bindBuffer(int buff, int location, int size) {
- glEnableVertexAttribArray(location);
- glBindBuffer(GL_ARRAY_BUFFER, getBuffer(buff));
- glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE, 0, nullptr);
-
- while (attribs.size() <= location)
- attribs.push_back(false);
- attribs.at(location) = true;
- }
-
- void Shader::disableAttribs() {
- for (int i = 0; i < attribs.size(); i++) {
- if (attribs.at(i)) {
- glDisableVertexAttribArray(i);
- attribs.at(i) = false;
- }
- }
- }
-
- void Shader::use() {
- assert(programID >= 0);
- glUseProgram(programID);
- }
-
- int Shader::compile(const char* vertex, const char* fragment) {
- assert(vertex != nullptr);
- assert(fragment != nullptr);
-
- GLuint vertexID = glCreateShader(GL_VERTEX_SHADER);
- GLuint fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
-
- GLint result = GL_FALSE;
- GLint logLength = 0;
-
- // Compile vertex shader
- glShaderSource(vertexID, 1, &vertex, nullptr);
- glCompileShader(vertexID);
-
- // Check vertex shader
- glGetShaderiv(vertexID, GL_COMPILE_STATUS, &result);
- glGetShaderiv(vertexID, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- std::vector<char> message(logLength + 1);
- glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
- if (result != GL_TRUE)
- getLog() << "Vertex Shader compilation error:" << Log::endl;
- getLog() << &message[0] << Log::endl;
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- return -1;
- }
-
- // Compile fragment shader
- glShaderSource(fragmentID, 1, &fragment, nullptr);
- glCompileShader(fragmentID);
-
- // Check fragment shader
- glGetShaderiv(fragmentID, GL_COMPILE_STATUS, &result);
- glGetShaderiv(fragmentID, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- std::vector<char> message(logLength + 1);
- glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
- if (result != GL_TRUE)
- getLog() << "Fragment Shader compilation error:" << Log::endl;
- getLog() << &message[0] << Log::endl;
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- return -2;
- }
-
- // Link both shaders
- programID = glCreateProgram();
- glAttachShader(programID, vertexID);
- glAttachShader(programID, fragmentID);
- glLinkProgram(programID);
-
- // Check resulting program
- glGetProgramiv(programID, GL_LINK_STATUS, &result);
- glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- std::vector<char> message(logLength + 1);
- glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
- if (result != GL_TRUE)
- getLog() << "Shader link error:" << Log::endl;
- getLog() << &message[0] << Log::endl;
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- glDeleteProgram(programID);
- return -3;
- }
-
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- return programID;
- }
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