summaryrefslogtreecommitdiff
path: root/src/geoshader.cpp
blob: 3bd172b2f0107041224fe64bc032a015a379485b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
#include "opengl/geoshader.hpp"
#include <iostream>
#include <fstream>

GeoShader::GeoShader(const std::string& fileName)
{
    m_program = glCreateProgram();

    /*  load shader from static vars
    m_shaders[0] = CreateShader(GL_VERTEX_SHADER, vertexShaderSrc);
    m_shaders[1] =   CreateShader(GL_FRAGMENT_SHADER, fragmentShaderSrc);
    m_shaders[2] =   CreateShader(GL_GEOMETRY_SHADER, geometryShaderSrc);
    */

    m_shaders[0] = CreateShader(LoadShader(fileName + ".vert"), GL_VERTEX_SHADER);
    m_shaders[1] = CreateShader(LoadShader(fileName + ".frag"), GL_FRAGMENT_SHADER);
    m_shaders[2] = CreateShader(LoadShader(fileName + ".geom"), GL_GEOMETRY_SHADER);


    for(unsigned int i=0; i < NUM_SHADERS; i++)
        glAttachShader(m_program, m_shaders[i]);

    glLinkProgram(m_program);
    CheckShaderError(m_program, GL_LINK_STATUS, true, "error shader failed to link: ");
    
    glValidateProgram(m_program);
    CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "error shader is invalid: ");
    
    glUseProgram(m_program);
}

GeoShader::~GeoShader()
{
    for(unsigned int i=0; i< NUM_SHADERS; i++){
        glDetachShader(m_program, m_shaders[i]);
        glDeleteShader(m_shaders[i]);
    }
}

void GeoShader::Bind()
{
    glUseProgram(m_program);
}


void GeoShader::Update(const Transform& transform, const Camera& camera)
{
    glm::mat4 MVP = transform.GetMVP(camera);
    glm::mat4 Normal = transform.GetModel();

    glUniformMatrix4fv(m_uniforms[0], 1, GL_FALSE, &MVP[0][0]);
}

GLuint GeoShader::CreateShader(const std::string& text, GLenum shaderType)
{
    GLuint shader = glCreateShader(shaderType);
    if(shader == 0)
    std::cerr << "Error: Shader Creation Failed" << std::endl;

    const GLchar* shaderSource[1];
    GLint shaderSourceLengths[1];

    shaderSource[0] = text.c_str();
    shaderSourceLengths[0] = text.length();
    
    glShaderSource(shader, 1, shaderSource, shaderSourceLengths);
    glCompileShader(shader);
    
    CheckShaderError(shader, GL_COMPILE_STATUS, false, "error shader compilation failed to link: ");
        
    return shader;
}


void GeoShader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage)
{
    GLint success = 0;
    GLchar error[1024] = { 0 };

    if(isProgram)
        glGetProgramiv(shader, flag, &success);
    else
        glGetShaderiv(shader, flag, &success);

    if(success == GL_FALSE)
    {
        if(isProgram)
            glGetProgramInfoLog(shader, sizeof(error), NULL, error);
        else
            glGetShaderInfoLog(shader, sizeof(error), NULL, error);
       
        std::cerr << errorMessage << ": '" << error << "'" << std::endl;
    }
}

std::string GeoShader::LoadShader(const std::string& fileName)
{
    std::ifstream file;
    file.open((fileName).c_str());

    std::string output;
    std::string line;

    if(file.is_open()){
        while(file.good()){
        getline(file, line);
        output.append(line + "\n");
        }
    }
    else{
    std::cerr << "Unable to load shader: " << fileName << std::endl;
    }
    
    return output;
}