-
Notifications
You must be signed in to change notification settings - Fork 0
/
shader.cpp
199 lines (165 loc) · 6.59 KB
/
shader.cpp
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
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
/////////////////////////////////////////////////////////////////////////////
/// Author: Ahmed Hamdi Boujelben <ahmed.hamdi.boujelben@gmail.com>
/// Created: 2016
/// Copyright: (c) 2020 Ahmed Hamdi Boujelben
/// Licence: Attribution-NonCommercial 4.0 International
/////////////////////////////////////////////////////////////////////////////
#include "shader.h"
#include <libs/glew/include/GL/glew.h>
#include <QFile>
#include <QTextStream>
void Shader::create(QString vertexPath, QString fragmentPath) {
QFile vShaderFile(vertexPath);
QFile fShaderFile(fragmentPath);
if (!vShaderFile.open(QFile::ReadOnly | QFile::Text))
std::cout << " Could not open shader.vs for reading" << std::endl;
if (!fShaderFile.open(QFile::ReadOnly | QFile::Text))
std::cout << " Could not open shader.fs for reading" << std::endl;
std::string vertexCode;
std::string fragmentCode;
QTextStream vShaderStream(&vShaderFile);
QTextStream fShaderStream(&fShaderFile);
// convert stream into string
vertexCode = vShaderStream.readAll().toStdString();
fragmentCode = fShaderStream.readAll().toStdString();
const char *vShaderCode = vertexCode.c_str();
const char *fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::create(QString vertexPath, QString fragmentPath,
QString geometryPath) {
QFile vShaderFile(vertexPath);
QFile fShaderFile(fragmentPath);
QFile gShaderFile(geometryPath);
if (!vShaderFile.open(QFile::ReadOnly | QFile::Text))
std::cout << " Could not open shader.vert for reading" << std::endl;
if (!fShaderFile.open(QFile::ReadOnly | QFile::Text))
std::cout << " Could not open shader.frag for reading" << std::endl;
if (!gShaderFile.open(QFile::ReadOnly | QFile::Text))
std::cout << " Could not open shader.geom for reading" << std::endl;
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
QTextStream vShaderStream(&vShaderFile);
QTextStream fShaderStream(&fShaderFile);
QTextStream gShaderStream(&gShaderFile);
// convert stream into string
vertexCode = vShaderStream.readAll().toStdString();
fragmentCode = fShaderStream.readAll().toStdString();
geometryCode = gShaderStream.readAll().toStdString();
const char *vShaderCode = vertexCode.c_str();
const char *fShaderCode = fragmentCode.c_str();
const char *gShaderCode = geometryCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment, geometry;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// geometry shader
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, nullptr);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, geometry);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(geometry);
glDeleteShader(fragment);
}
void Shader::use() { glUseProgram(ID); }
void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const glm::vec2 &value) const {
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec2(const std::string &name, float x, float y) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
void Shader::setVec3(const std::string &name, const glm::vec3 &value) const {
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec3(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string &name, const glm::vec4 &value) const {
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec4(const std::string &name, float x, float y, float z,
float w) {
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string &name, const glm::mat2 &mat) const {
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
&mat[0][0]);
}
void Shader::setMat3(const std::string &name, const glm::mat3 &mat) const {
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
&mat[0][0]);
}
void Shader::setMat4(const std::string &name, const glm::mat4 &mat) const {
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
&mat[0][0]);
}
void Shader::checkCompileErrors(unsigned int shader, std::string type) {
int success;
char infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, nullptr, infoLog);
std::cout
<< "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, 1024, nullptr, infoLog);
std::cout
<< "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
<< infoLog
<< "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
}