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Copy pathGLSLProgram.cpp
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138 lines (106 loc) · 3.38 KB
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#include "GLSLProgram.h"
#include "Errors.h"
#include "IOManager.h"
#include <vector>
#include <fstream>
namespace KlaoudeEngine
{
GLSLProgram::GLSLProgram() : m_numAttributes(0), m_programID(0), m_vertexShaderID(0), m_fragmentShaderID(0)
{
}
GLSLProgram::~GLSLProgram()
{
}
void GLSLProgram::compileShaders(const std::string& vertexShaderFilePath, const std::string& fragementShaderFilePath)
{
std::string fragSource, vertSource;
IOManager::readFileToBuffer(vertexShaderFilePath, vertSource);
IOManager::readFileToBuffer(fragementShaderFilePath, fragSource);
compileShadersFromSource(vertSource.c_str(), fragSource.c_str());
}
void GLSLProgram::compileShadersFromSource(const char* vertexSource, const char* fragmentSource)
{
m_programID = glCreateProgram();
m_vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
if (m_vertexShaderID == 0)
fatalError("Vertex shader dailed to be created");
m_fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if (m_fragmentShaderID == 0)
fatalError("Fragment shader dailed to be created");
compileShader(vertexSource, "Vertex Shader", m_vertexShaderID);
compileShader(fragmentSource, "Fragment Shader", m_fragmentShaderID);
}
void GLSLProgram::linkShaders()
{
glAttachShader(m_programID, m_vertexShaderID);
glAttachShader(m_programID, m_fragmentShaderID);
glLinkProgram(m_programID);
GLint isLinked = 0;
glGetProgramiv(m_programID, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLenght = 0;
glGetProgramiv(m_programID, GL_INFO_LOG_LENGTH, &maxLenght);
std::vector<char> infoLog(maxLenght);
glGetProgramInfoLog(m_programID, maxLenght, &maxLenght, &infoLog[0]);
glDeleteShader(m_programID);
glDeleteShader(m_vertexShaderID);
glDeleteShader(m_fragmentShaderID);
std::printf("%s\n", &(infoLog[0]));
fatalError("Shaders failed to link !");
}
glDetachShader(m_programID, m_vertexShaderID);
glDetachShader(m_programID, m_fragmentShaderID);
glDeleteShader(m_vertexShaderID);
glDeleteShader(m_fragmentShaderID);
}
void GLSLProgram::addAttribute(const std::string& attributeName)
{
glBindAttribLocation(m_programID, m_numAttributes++, attributeName.c_str());
}
GLint GLSLProgram::getUniformLocation(const std::string& uniformName)
{
GLint location = glGetUniformLocation(m_programID, uniformName.c_str());
if (location == GL_INVALID_INDEX)
fatalError("Uniform " + uniformName + " not found in shader !");
return location;
}
void GLSLProgram::use()
{
glUseProgram(m_programID);
for (int i = 0; i < m_numAttributes; i++)
{
glEnableVertexAttribArray(i);
}
}
void GLSLProgram::unUse()
{
glUseProgram(0);
for (int i = 0; i < m_numAttributes; i++)
{
glDisableVertexAttribArray(i);
}
}
void GLSLProgram::dispose()
{
if(m_programID)
glDeleteProgram(m_programID);
}
void GLSLProgram::compileShader(const char* source, const std::string& name, GLuint id)
{
glShaderSource(id, 1, &source, nullptr);
glCompileShader(id);
GLint success = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE)
{
GLint maxLenght = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLenght);
std::vector<char> errorLog(maxLenght);
glGetShaderInfoLog(id, maxLenght, &maxLenght, &errorLog[0]);
glDeleteShader(id);
std::printf("%s\n", &(errorLog[0]));
fatalError("Shader " + name + " failed to compile");
}
}
}