Files
panopainter/engine/shader.cpp
Omar Mohamed Ali Mudhir 13d8e6e563 base setup for osx in place
2017-01-14 18:30:19 +00:00

98 lines
2.3 KiB
C++

#include "pch.h"
#include "shader.hpp"
bool Shader::create(std::string vertex, std::string fragment)
{
GLint status;
static char infolog[4096];
int infolen;
const GLchar* source;
auto vs = glCreateShader(GL_VERTEX_SHADER);
if (!vs)
{
return false;
}
source = vertex.c_str();
glShaderSource(vs, 1, &source, nullptr);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
printf("VERTEX SHADER:\n%s", infolog);
if (status == 0)
{
glDeleteShader(vs);
return false;
}
auto fs = glCreateShader(GL_FRAGMENT_SHADER);
if (!fs)
{
glDeleteShader(vs);
return false;
}
source = fragment.c_str();
glShaderSource(fs, 1, &source, nullptr);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
printf("FRAGMENT SHADER:\n%s", infolog);
if (status == 0)
{
glDeleteShader(vs);
glDeleteShader(fs);
return false;
}
auto ps = glCreateProgram();
if (!ps)
{
glDeleteShader(vs);
glDeleteShader(fs);
return false;
}
glAttachShader(ps, vs);
glAttachShader(ps, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glBindAttribLocation(ps, 0, "pos");
glBindAttribLocation(ps, 1, "uvs");
glLinkProgram(ps);
glGetShaderiv(ps, GL_LINK_STATUS, &status);
glGetShaderInfoLog(ps, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
printf("LINK SHADER:\n%s", infolog);
if (status == 0)
{
glDeleteProgram(ps);
return false;
}
prog = ps;
return true;
}
void Shader::use()
{
glUseProgram(prog);
}
void Shader::u_vec4(std::string name, const glm::vec4& v)
{
auto loc = glGetUniformLocation(prog, name.c_str());
glUniform4fv(loc, 1, glm::value_ptr(v));
}
void Shader::u_mat4(std::string name, const glm::mat4& m)
{
auto loc = glGetUniformLocation(prog, name.c_str());
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(m));
}
void Shader::u_int(std::string name, int i)
{
auto loc = glGetUniformLocation(prog, name.c_str());
glUniform1i(loc, i);
}