Files
maszyna/shader.cpp
2017-04-25 15:01:17 +02:00

168 lines
4.9 KiB
C++

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "stdafx.h"
#include "shader.h"
#include "Float3d.h"
#include "Logs.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
inline bool strcend(std::string const &value, std::string const &ending)
{
if (ending.size() > value.size())
return false;
return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
}
gl_shader::gl_shader(std::string filename)
{
WriteLog("loading shader " + filename + " ..", false);
std::stringstream stream;
std::ifstream f;
f.exceptions(std::ifstream::badbit);
f.open("shaders/" + filename);
stream << f.rdbuf();
f.close();
std::string str = stream.str();
const GLchar *cstr = str.c_str();
if (!cstr[0])
throw std::runtime_error("cannot read shader " + filename);
GLuint type;
if (strcend(filename, ".vert"))
type = GL_VERTEX_SHADER;
else if (strcend(filename, ".frag"))
type = GL_FRAGMENT_SHADER;
else
throw std::runtime_error("unknown shader " + filename);
id = glCreateShader(type);
glShaderSource(id, 1, &cstr, 0);
glCompileShader(id);
GLint status;
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
if (!status)
{
GLchar info[512];
glGetShaderInfoLog(id, 512, 0, info);
throw std::runtime_error("failed to compile " + filename + ": " + std::string(info));
}
WriteLog("done.");
}
gl_shader::operator GLuint()
{
return id;
}
gl_program::gl_program(std::vector<gl_shader> shaders)
{
id = glCreateProgram();
for (auto s : shaders)
glAttachShader(id, s);
glLinkProgram(id);
GLint status;
glGetProgramiv(id, GL_LINK_STATUS, &status);
if (!status)
{
GLchar info[512];
glGetProgramInfoLog(id, 512, 0, info);
throw std::runtime_error("failed to link program: " + std::string(info));
}
}
gl_program::operator GLuint()
{
return id;
}
gl_program_mvp::gl_program_mvp(std::vector<gl_shader> v) : gl_program(v)
{
mv_uniform = glGetUniformLocation(id, "modelview");
p_uniform = glGetUniformLocation(id, "projection");
}
void gl_program_mvp::copy_gl_mvp()
{
float4x4 mv, p;
glGetFloatv(GL_MODELVIEW_MATRIX, mv.e);
glGetFloatv(GL_PROJECTION_MATRIX, p.e);
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, mv.e);
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, p.e);
}
void gl_program_mvp::set_mv(const glm::mat4 &m)
{
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(m));
}
void gl_program_mvp::set_p(const glm::mat4 &m)
{
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(m));
}
gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
{
ambient_uniform = glGetUniformLocation(id, "ambient");
lcount_uniform = glGetUniformLocation(id, "lights_count");
for (size_t i = 0; i < MAX_LIGHTS; i++)
{
lights_uniform[i].type = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].type").c_str());
lights_uniform[i].pos = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].pos").c_str());
lights_uniform[i].dir = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].dir").c_str());
lights_uniform[i].in_cutoff = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].in_cutoff").c_str());
lights_uniform[i].out_cutoff = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].out_cutoff").c_str());
lights_uniform[i].color = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].color").c_str());
lights_uniform[i].linear = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].linear").c_str());
lights_uniform[i].quadratic = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].quadratic").c_str());
}
glUseProgram(id);
glUniform3f(ambient_uniform, 1.0f, 1.0f, 1.0f);
glUniform1ui(lcount_uniform, 0);
}
void gl_program_light::set_ambient(glm::vec3 &ambient)
{
glUseProgram(id);
glUniform3fv(ambient_uniform, 1, glm::value_ptr(ambient));
}
void gl_program_light::set_light_count(GLuint count)
{
glUseProgram(id);
glUniform1ui(lcount_uniform, count);
}
void gl_program_light::set_light(GLuint i, type t, glm::vec3 &pos, glm::vec3 &dir,
float in_cutoff, float out_cutoff,
glm::vec3 &color, float linear, float quadratic)
{
glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
glm::vec3 trans_pos = mv * glm::vec4(pos.x, pos.y, pos.z, 1.0f);
glm::vec3 trans_dir = mv * glm::vec4(dir.x, dir.y, dir.z, 0.0f);
glUseProgram(id);
glUniform1ui(lights_uniform[i].type, (GLuint)t);
glUniform3fv(lights_uniform[i].pos, 1, glm::value_ptr(trans_pos));
glUniform3fv(lights_uniform[i].dir, 1, glm::value_ptr(trans_dir));
glUniform1f(lights_uniform[i].in_cutoff, in_cutoff);
glUniform1f(lights_uniform[i].out_cutoff, out_cutoff);
glUniform3fv(lights_uniform[i].color, 1, glm::value_ptr(color));
glUniform1f(lights_uniform[i].linear, linear);
glUniform1f(lights_uniform[i].quadratic, quadratic);
}