#include "Shader.h" #include Shader& Shader::Use() { glUseProgram(this->ID); return *this; } void Shader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource) { unsigned int sVertex, sFragment, gShader; // vertex Shader sVertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(sVertex, 1, &vertexSource, NULL); glCompileShader(sVertex); checkCompileErrors(sVertex, "VERTEX"); // fragment Shader sFragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(sFragment, 1, &fragmentSource, NULL); glCompileShader(sFragment); checkCompileErrors(sFragment, "FRAGMENT"); // if geometry shader source code is given, also compile geometry shader if (geometrySource != nullptr) { gShader = glCreateShader(GL_GEOMETRY_SHADER); glShaderSource(gShader, 1, &geometrySource, NULL); glCompileShader(gShader); checkCompileErrors(gShader, "GEOMETRY"); } // shader program this->ID = glCreateProgram(); glAttachShader(this->ID, sVertex); glAttachShader(this->ID, sFragment); if (geometrySource != nullptr) glAttachShader(this->ID, gShader); glLinkProgram(this->ID); checkCompileErrors(this->ID, "PROGRAM"); // delete the shaders as they're linked into our program now and no longer necessary glDeleteShader(sVertex); glDeleteShader(sFragment); if (geometrySource != nullptr) glDeleteShader(gShader); } void Shader::SetFloat(const char* name, float value, bool useShader) { if (useShader) this->Use(); glUniform1f(glGetUniformLocation(this->ID, name), value); } void Shader::SetInteger(const char* name, int value, bool useShader) { if (useShader) this->Use(); glUniform1i(glGetUniformLocation(this->ID, name), value); } void Shader::SetVector2f(const char* name, float x, float y, bool useShader) { if (useShader) this->Use(); glUniform2f(glGetUniformLocation(this->ID, name), x, y); } void Shader::SetVector2f(const char* name, const glm::vec2& value, bool useShader) { if (useShader) this->Use(); glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y); } void Shader::SetVector3f(const char* name, float x, float y, float z, bool useShader) { if (useShader) this->Use(); glUniform3f(glGetUniformLocation(this->ID, name), x, y, z); } void Shader::SetVector3f(const char* name, const glm::vec3& value, bool useShader) { if (useShader) this->Use(); glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z); } void Shader::SetVector4f(const char* name, float x, float y, float z, float w, bool useShader) { if (useShader) this->Use(); glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w); } void Shader::SetVector4f(const char* name, const glm::vec4& value, bool useShader) { if (useShader) this->Use(); glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w); } void Shader::SetMatrix4(const char* name, const glm::mat4& matrix, bool useShader) { if (useShader) this->Use(); glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false, glm::value_ptr(matrix)); } void Shader::checkCompileErrors(unsigned int object, std::string type) { int success; char infoLog[1024]; if (type != "PROGRAM") { glGetShaderiv(object, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(object, 1024, NULL, infoLog); std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } else { glGetProgramiv(object, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(object, 1024, NULL, infoLog); std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } }