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Copy pathShader.cpp
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178 lines (165 loc) · 6.97 KB
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#include "Shader.h"
#include <exception>
#include <fstream>
#include <iostream>
#include <iterator>
#include <ostream>
#include <glad/glad.h>
#include<GLFW/glfw3.h>
#include <glm/gtc/type_ptr.hpp>
#include "util.h"
#include <string>
//#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
using namespace std;
void checkCompileErrors(unsigned int shader, std::string type ,const std::string& path)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type <<" path:"<<path<< "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type <<" path:"<<path<< "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
Shader::Shader(const char* vertex_shader_path,const char* fragment_shader_path,const char* geometry_shader_path){
std::ifstream vertext_source_stream(vertex_shader_path);
std::ifstream fragment_source_stream(fragment_shader_path);
std::string vertex_source((std::istreambuf_iterator<char>(vertext_source_stream)),std::istreambuf_iterator<char>());
auto p_vertex_source = vertex_source.c_str();
std::string fragment_source((std::istreambuf_iterator<char>(fragment_source_stream)),std::istreambuf_iterator<char>());
auto p_fragment_source = fragment_source.c_str();
// std::cout<<"frag:"<<p_fragment_source<<std::endl;
// std::cout<<"vertex:"<<p_vertex_source<<std::endl;
unsigned int vertex_shader,fragment_shader,geometry_shader;
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);;
glShaderSource(vertex_shader,1,&p_vertex_source,NULL);
glShaderSource(fragment_shader,1,&p_fragment_source,NULL);
glCompileShader(vertex_shader);
checkCompileErrors(vertex_shader, "VERTEX",vertex_shader_path);
glCompileShader(fragment_shader);
checkCompileErrors(fragment_shader, "FRAGMENT",fragment_shader_path);
if(geometry_shader_path){
cout<<"geometry exist"<<endl;
geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
std::ifstream geometry_source_stream(geometry_shader_path);
std::string geometry_shader_source((std::istreambuf_iterator<char>(geometry_source_stream)),std::istreambuf_iterator<char>());
auto p_geometry_source = geometry_shader_source.c_str();
glShaderSource(geometry_shader,1,&p_geometry_source,NULL);
glCompileShader(geometry_shader);
checkCompileErrors(geometry_shader,"GEOMETRY",geometry_shader_path);
}
program_id = glCreateProgram();
glAttachShader(program_id,vertex_shader);
glAttachShader(program_id,fragment_shader);
if(geometry_shader_path) glAttachShader(program_id,geometry_shader),cout<<"link geometry shader"<<endl;
glLinkProgram(program_id);
glDeleteShader(fragment_shader);
glDeleteShader(vertex_shader);
if(geometry_shader_path) glDeleteShader(geometry_shader);
this->use();
shader_macro.assign({GL_TEXTURE0,GL_TEXTURE1,GL_TEXTURE2,GL_TEXTURE3,GL_TEXTURE4,GL_TEXTURE5,GL_TEXTURE6,GL_TEXTURE7,GL_TEXTURE8,GL_TEXTURE9,GL_TEXTURE10,
GL_TEXTURE11,GL_TEXTURE12,GL_TEXTURE13,GL_TEXTURE14,GL_TEXTURE15});
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
void Shader::use() const{
glUseProgram(this->program_id);
}
bool Shader::set_vec3(const char* vari_name,const glm::vec3 &v){
try {
int location = glGetUniformLocation(this->program_id,vari_name);
glUniform3fv(location,1,glm::value_ptr(v));
} catch (std::exception e) {
std::cout << e.what() << std::endl;
return false;
}
return true;
}
bool Shader::set_mat4(const char* vari_name,const glm::mat4 &mat){
try {
glUniformMatrix4fv(glGetUniformLocation(this->program_id,vari_name),1,GL_FALSE,glm::value_ptr(mat));
} catch (std::exception e) {
std::cout << e.what() << std::endl;
return false;
}
return true;
}
bool Shader::set_float(const char *vari_name, const float& f) {
try {
glUniform1f(glGetUniformLocation(this->program_id,vari_name),f);
} catch (std::exception e) {
std::cout << e.what() << std::endl;
return false;
}
return true;
}
bool Shader::set_int(const char *vari_name, const int &i) const{
try {
glUniform1i(glGetUniformLocation(this->program_id,vari_name),i);
} catch (std::exception e) {
std::cout << e.what() << std::endl;
return false;
}
return true;
}
unsigned int Shader::set_texture(const char *path, const char *sampler_name,unsigned int gl_texture_type) {
this->use();
int width,height,channels;
auto texture_data = stbi_load(path,&width,&height,&channels,0);
if(texture_data == nullptr) return -1;
unsigned int texture_id = 0;
glActiveTexture(shader_macro[cur_texture_index]);
glGenTextures(1,&texture_id);
glBindTexture(gl_texture_type,texture_id);
int image_format = 0;
if(channels == 3) image_format = GL_RGB;
else if(channels == 4) image_format = GL_RGBA;
else if(channels == 1) image_format = GL_ALPHA;
glTexImage2D(GL_TEXTURE_2D,0,image_format,width,height,0,image_format,GL_UNSIGNED_BYTE,texture_data);
glGenerateMipmap(GL_TEXTURE_2D);
return texture_id;
}
bool Shader::set_arrays_vec3(int array_len,const char* array_name,const char* attrib_name,const glm::vec3& v){
string tmp_s(array_name);
for(int i = 0; i < array_len; ++i){
set_vec3((tmp_s+'['+ to_string(i)+"]."+attrib_name).c_str(),v);
}
return true;
}
bool Shader::set_arrays_float(int array_len,const char* array_name,const char* attrib_name,const float f){
string tmp_s(array_name);
for(int i = 0; i < array_len; ++i){
set_float((tmp_s+'['+ to_string(i)+"]."+attrib_name).c_str(),f);
}
return true;
}
bool Shader::set_arrays_mat4(int array_len, const char *array_name, const char *attrib_name, const std::vector<glm::mat4>& m){
string tmp_s(array_name);
if(attrib_name){
for(int i = 0; i < array_len; ++i){
set_mat4((tmp_s+'['+ to_string(i)+"]."+attrib_name).c_str(),m[i]);
}
}else{
for(int i = 0; i < array_len; ++i){
set_mat4((tmp_s+'['+ to_string(i)+"]").c_str(),m[i]);
}
}
return true;
}