mirror of
https://github.com/Relintai/rcpp_framework.git
synced 2024-11-10 00:52:11 +01:00
154 lines
3.5 KiB
C++
154 lines
3.5 KiB
C++
#include "shader.h"
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#include <stdio.h>
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#include <vector>
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Shader *Shader::current_shader = nullptr;
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bool Shader::bind() {
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if (current_shader != this) {
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glUseProgram(program);
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current_shader = this;
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return true;
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}
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return false;
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}
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void Shader::unbind() {
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if (current_shader == this) {
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glUseProgram(0);
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}
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}
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void Shader::compile() {
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program = glCreateProgram();
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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const GLchar **vertex_shader_source = get_vertex_shader_source();
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glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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GLint shader_compiled = GL_FALSE;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_compiled);
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if (shader_compiled != GL_TRUE) {
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print_shader_errors(vertex_shader, "compiling Vertex Shader");
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return;
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}
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glAttachShader(program, vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar **fragment_shader_source = get_fragment_shader_source();
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glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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GLint fragment_shader_compiled = GL_FALSE;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &fragment_shader_compiled);
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if (fragment_shader_compiled != GL_TRUE) {
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print_shader_errors(fragment_shader, "compiling Fragment Shader");
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return;
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}
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glAttachShader(program, fragment_shader);
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glBindAttribLocation(program, ATTRIBUTE_POSITION, "a_position");
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glBindAttribLocation(program, ATTRIBUTE_NORMAL, "a_normal");
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glBindAttribLocation(program, ATTRIBUTE_COLOR, "a_color");
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glBindAttribLocation(program, ATTRIBUTE_UV, "a_uv");
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glLinkProgram(program);
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GLint program_success = GL_TRUE;
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glGetProgramiv(program, GL_LINK_STATUS, &program_success);
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if (program_success != GL_TRUE) {
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print_program_errors(program);
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return;
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}
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}
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void Shader::destroy() {
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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glDeleteProgram(program);
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}
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const GLchar **Shader::get_vertex_shader_source() {
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return vertex_shader_source;
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}
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void Shader::set_vertex_shader_source(const GLchar **source) {
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vertex_shader_source = source;
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}
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const GLchar **Shader::get_fragment_shader_source() {
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return fragment_shader_source;
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}
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void Shader::set_fragment_shader_source(const GLchar **source) {
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fragment_shader_source = source;
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}
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void Shader::print_shader_errors(const GLuint p_program, const char *name) {
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int max_length = 5000;
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std::vector<GLchar> error_log(max_length);
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glGetShaderInfoLog(p_program, max_length, &max_length, &error_log[0]);
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printf("Error %s!\n", name);
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printf("%s\n", &error_log[0]);
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}
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void Shader::print_program_errors(const GLuint p_program) {
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if (glIsProgram(p_program)) {
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int info_length = 0;
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int max_length = 5000;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_length);
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char *info_log = new char[max_length];
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glGetProgramInfoLog(p_program, max_length, &info_length, info_log);
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if (info_length > 0) {
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printf("%s\n", info_log);
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}
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delete[] info_log;
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} else {
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printf("print_program_errors: Not a program!");
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}
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}
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Shader::Shader() {
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}
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Shader::~Shader() {
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destroy();
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}
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//Meyers singleton
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//Thread safe
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ShaderCache *ShaderCache::get_singleton() {
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static ShaderCache instance;
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return &instance;
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}
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Shader *ShaderCache::get_shader(const int id) {
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return shaders[id];
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}
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void ShaderCache::add_shader(const int id, Shader *shader) {
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shaders[id] = shader;
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}
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ShaderCache::ShaderCache() {
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}
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ShaderCache::~ShaderCache() {
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for (const std::pair<int, Shader*>& n : shaders) {
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delete n.second;
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}
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shaders.clear();
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}
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