Supermodel/Src/Graphics/New3D/GLSLShader.cpp

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#include "GLSLShader.h"
#include <cstdio>
GLSLShader::GLSLShader()
{
Reset();
}
GLSLShader::~GLSLShader()
{
UnloadShaders();
}
GLSLShader::GLSLShader(GLSLShader&& other) noexcept
{
*this = std::move(other);
}
GLSLShader& GLSLShader::operator=(GLSLShader&& other) noexcept
{
if (this != &other) {
m_program = other.m_program;
m_vShader = other.m_vShader;
m_fShader = other.m_fShader;
uniformLocMap = other.uniformLocMap;
attribLocMap = other.attribLocMap;
std::copy(std::begin(other.uniformLoc), std::end(other.uniformLoc), std::begin(uniformLoc));
std::copy(std::begin(other.attribLoc), std::end(other.attribLoc), std::begin(attribLoc));
other.Reset();
}
return *this;
}
bool GLSLShader::LoadShaders(const char* vertexShader, const char* fragmentShader)
{
m_program = glCreateProgram();
m_vShader = glCreateShader(GL_VERTEX_SHADER);
m_fShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_vShader, 1, &vertexShader, NULL);
glShaderSource(m_fShader, 1, &fragmentShader, NULL);
glCompileShader(m_vShader);
glCompileShader(m_fShader);
glAttachShader(m_program, m_vShader);
glAttachShader(m_program, m_fShader);
glLinkProgram(m_program);
PrintShaderInfoLog(m_vShader);
PrintShaderInfoLog(m_fShader);
PrintProgramInfoLog(m_program);
return true;
}
void GLSLShader::UnloadShaders()
{
if (m_program) {
glDeleteShader(m_vShader);
glDeleteShader(m_fShader);
glDeleteProgram(m_program);
}
m_vShader = 0;
m_fShader = 0;
m_program = 0;
}
void GLSLShader::EnableShader()
{
glUseProgram(m_program);
}
void GLSLShader::DisableShader()
{
glUseProgram(0);
}
void GLSLShader::Reset()
{
m_vShader = 0;
m_fShader = 0;
m_program = 0;
for (auto& i : uniformLoc) {
i = -1;
}
for (auto& i : attribLoc) {
i = -1;
}
uniformLocMap.clear();
attribLocMap.clear();
}
void GLSLShader::PrintShaderInfoLog(GLuint obj)
{
int infologLength = 0;
int charsWritten = 0;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infologLength);
if (infologLength > 0) {
char* infoLog = new char[infologLength];
glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog);
printf("%s\n", infoLog);
delete[] infoLog;
}
}
void GLSLShader::PrintProgramInfoLog(GLuint obj)
{
int infologLength = 0;
int charsWritten = 0;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infologLength);
if (infologLength > 0) {
char* infoLog = new char[infologLength];
glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);
printf("%s\n", infoLog);
delete[] infoLog;
}
}
int GLSLShader::GetUniformLocation(const char* str)
{
return glGetUniformLocation(m_program, str);
}
void GLSLShader::GetUniformLocationMap(const char* str)
{
uniformLocMap[str] = GetUniformLocation(str);
}
int GLSLShader::GetAttributeLocation(const char* str)
{
return glGetAttribLocation(m_program, str);
}
void GLSLShader::GetAttributeLocationMap(const char* str)
{
attribLocMap[str] = GetAttributeLocation(str);
}