mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 22:55:40 +00:00
151 lines
3 KiB
C++
151 lines
3 KiB
C++
#include "GLSLShader.h"
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#include <cstdio>
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GLSLShader::GLSLShader()
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{
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Reset();
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}
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GLSLShader::~GLSLShader()
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{
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UnloadShaders();
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}
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GLSLShader::GLSLShader(GLSLShader&& other) noexcept
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{
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*this = std::move(other);
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}
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GLSLShader& GLSLShader::operator=(GLSLShader&& other) noexcept
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{
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if (this != &other) {
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m_program = other.m_program;
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m_vShader = other.m_vShader;
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m_fShader = other.m_fShader;
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uniformLocMap = other.uniformLocMap;
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attribLocMap = other.attribLocMap;
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std::copy(std::begin(other.uniformLoc), std::end(other.uniformLoc), std::begin(uniformLoc));
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std::copy(std::begin(other.attribLoc), std::end(other.attribLoc), std::begin(attribLoc));
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other.Reset();
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}
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return *this;
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}
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bool GLSLShader::LoadShaders(const char* vertexShader, const char* fragmentShader)
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{
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m_program = glCreateProgram();
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m_vShader = glCreateShader(GL_VERTEX_SHADER);
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m_fShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(m_vShader, 1, &vertexShader, NULL);
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glShaderSource(m_fShader, 1, &fragmentShader, NULL);
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glCompileShader(m_vShader);
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glCompileShader(m_fShader);
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glAttachShader(m_program, m_vShader);
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glAttachShader(m_program, m_fShader);
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glLinkProgram(m_program);
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PrintShaderInfoLog(m_vShader);
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PrintShaderInfoLog(m_fShader);
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PrintProgramInfoLog(m_program);
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return true;
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}
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void GLSLShader::UnloadShaders()
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{
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if (m_program) {
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glDeleteShader(m_vShader);
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glDeleteShader(m_fShader);
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glDeleteProgram(m_program);
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}
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m_vShader = 0;
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m_fShader = 0;
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m_program = 0;
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}
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void GLSLShader::EnableShader()
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{
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glUseProgram(m_program);
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}
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void GLSLShader::DisableShader()
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{
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glUseProgram(0);
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}
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void GLSLShader::Reset()
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{
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m_vShader = 0;
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m_fShader = 0;
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m_program = 0;
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for (auto& i : uniformLoc) {
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i = -1;
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}
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for (auto& i : attribLoc) {
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i = -1;
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}
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uniformLocMap.clear();
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attribLocMap.clear();
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}
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void GLSLShader::PrintShaderInfoLog(GLuint obj)
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{
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int infologLength = 0;
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int charsWritten = 0;
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glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infologLength);
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if (infologLength > 0) {
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char* infoLog = new char[infologLength];
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glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog);
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printf("%s\n", infoLog);
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delete[] infoLog;
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}
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}
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void GLSLShader::PrintProgramInfoLog(GLuint obj)
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{
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int infologLength = 0;
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int charsWritten = 0;
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glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infologLength);
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if (infologLength > 0) {
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char* infoLog = new char[infologLength];
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glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);
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printf("%s\n", infoLog);
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delete[] infoLog;
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}
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}
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int GLSLShader::GetUniformLocation(const char* str)
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{
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return glGetUniformLocation(m_program, str);
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}
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void GLSLShader::GetUniformLocationMap(const char* str)
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{
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uniformLocMap[str] = GetUniformLocation(str);
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}
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int GLSLShader::GetAttributeLocation(const char* str)
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{
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return glGetAttribLocation(m_program, str);
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}
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void GLSLShader::GetAttributeLocationMap(const char* str)
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{
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attribLocMap[str] = GetAttributeLocation(str);
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}
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