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#include "shader.h"
#include "utils.h"
#include "vertexbuffer.h"
GLuint Shader::CompileShader(GLuint shaderType, const char * shaderCode)
{
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &shaderCode, nullptr);
glCompileShader(shader);
GLint compileResult = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE) {
char szLog[1024] = { 0 };
GLsizei logLen = 0;
glGetShaderInfoLog(shader, 1024, &logLen, szLog);
printf("Compile Shader fail error log : %s \nshader code :\n%s\n", szLog, shaderCode);
glDeleteShader(shader);
shader = 0;
}
return shader;
}
GLuint Shader::CreateProgram(GLuint vsShader, GLuint fsShader)
{
GLuint program = glCreateProgram();
glAttachShader(program, vsShader);
glAttachShader(program, fsShader);
glLinkProgram(program);
glDetachShader(program, vsShader);
glDetachShader(program, fsShader);
GLint nResult;
glGetProgramiv(program, GL_LINK_STATUS, &nResult);
if (nResult == GL_FALSE) {
char log[1024] = { 0 };
GLsizei writed = 0;
glGetProgramInfoLog(program, 1024, &writed, log);
printf("create gpu program fail,link error : %s\n", log);
glDeleteProgram(program);
program = 0;
}
return program;
}
void Shader::Init(const char * vs, const char * fs)
{
int nFileSize = 0;
const char* vsCode = (char*)LoadFileContent(vs, nFileSize);
const char* fsCode = (char*)LoadFileContent(fs, nFileSize);
GLuint vsShader = CompileShader(GL_VERTEX_SHADER, vsCode);
if (vsShader == 0) {
return;
}
GLuint fsShader = CompileShader(GL_FRAGMENT_SHADER, fsCode);
if (fsShader == 0) {
return;
}
mProgram = CreateProgram(vsShader, fsShader);
glDeleteShader(vsShader);
glDeleteShader(fsShader);
if (mProgram != 0) {
mModelMatrixLocation = glGetUniformLocation(mProgram, "ModelMatrix");
mViewMatrixLocation = glGetUniformLocation(mProgram, "ViewMatrix");
mProjectionMatrixLocation = glGetUniformLocation(mProgram, "ProjectionMatrix");
mPositionLocation = glGetAttribLocation(mProgram, "position");
mColorLocation = glGetAttribLocation(mProgram, "color");
mTexcoordLocation = glGetAttribLocation(mProgram, "texcoord");
mNormalLocation = glGetAttribLocation(mProgram, "normal");
}
}
void Shader::Bind(float *M, float *V, float*P)
{
glUseProgram(mProgram);
if (mModelMatrixLocation >= 0) glUniformMatrix4fv(mModelMatrixLocation, 1, GL_FALSE, M);
if (mViewMatrixLocation >= 0)glUniformMatrix4fv(mViewMatrixLocation, 1, GL_FALSE, V);
if (mProjectionMatrixLocation >= 0)glUniformMatrix4fv(mProjectionMatrixLocation, 1, GL_FALSE, P);
int iIndex = 0;
for (auto iter = mUniformTextures.begin(); iter != mUniformTextures.end(); ++iter) {
glActiveTexture(GL_TEXTURE0 + iIndex);
glBindTexture(GL_TEXTURE_2D, iter->second->mTexture);
glUniform1i(iter->second->mLocation, iIndex++);
}
for (auto iter = mUniformTextureCubes.begin(); iter != mUniformTextureCubes.end(); ++iter) {
glActiveTexture(GL_TEXTURE0 + iIndex);
glBindTexture(GL_TEXTURE_CUBE_MAP, iter->second->mTexture);
glUniform1i(iter->second->mLocation, iIndex++);
}
for (auto iter = mUniformVec4s.begin(); iter != mUniformVec4s.end(); ++iter) {
glUniform4fv(iter->second->mLocation, 1, iter->second->v);
}
if (mPositionLocation >= 0) {
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 0));
}
if (mColorLocation >= 0) {
glEnableVertexAttribArray(mColorLocation);
glVertexAttribPointer(mColorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 4));
}
if (mTexcoordLocation >= 0) {
glEnableVertexAttribArray(mTexcoordLocation);
glVertexAttribPointer(mTexcoordLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 8));
}
if (mNormalLocation >= 0) {
glEnableVertexAttribArray(mNormalLocation);
glVertexAttribPointer(mNormalLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 12));
}
}
void Shader::SetTexture(const char * name, const char * imagePath)
{
auto iter = mUniformTextures.find(name);
if (iter == mUniformTextures.end()) {
GLint location = glGetUniformLocation(mProgram, name);
if (location != -1) {
UniformTexture* t = new UniformTexture;
t->mLocation = location;
t->mTexture = CreateTextureFromFile(imagePath);
mUniformTextures.insert(std::pair<std::string, UniformTexture*>(name, t));
}
else {
glDeleteTextures(1, &iter->second->mTexture);
iter->second->mTexture = CreateTextureFromFile(imagePath);
}
}
}
void Shader::SetVec4(const char * name, float x, float y, float z, float w)
{
auto iter = mUniformVec4s.find(name);
if (iter == mUniformVec4s.end()) {
GLuint location = glGetUniformLocation(mProgram, name);
if (location != -1) {
UniformVector4f* v = new UniformVector4f;
v->v[0] = x;
v->v[1] = y;
v->v[2] = z;
v->v[3] = w;
v->mLocation = location;
mUniformVec4s.insert(std::pair<std::string, UniformVector4f*>(name, v));
}
}
else {
iter->second->v[0] = x;
iter->second->v[1] = x;
iter->second->v[2] = x;
iter->second->v[3] = x;
}
}
GLuint Shader::SetTexture(const char * name, GLuint texture) {
auto iter = mUniformTextures.find(name);
GLuint oldTexture = 0;
if (iter == mUniformTextures.end()) {
GLint location = glGetUniformLocation(mProgram, name);
if (location != -1) {
UniformTexture*t = new UniformTexture;
t->mLocation = location;
t->mTexture = texture;
mUniformTextures.insert(std::pair<std::string, UniformTexture*>(name, t));
}
}
else {
oldTexture = iter->second->mTexture;
iter->second->mTexture = texture;
}
return oldTexture;
}
GLuint Shader::SetTextureCube(const char * name, GLuint texture) {
auto iter = mUniformTextureCubes.find(name);
GLuint oldTexture = 0;
if (iter == mUniformTextureCubes.end()) {
GLint location = glGetUniformLocation(mProgram, name);
if (location != -1) {
UniformTextureCube*t = new UniformTextureCube;
t->mLocation = location;
t->mTexture = texture;
mUniformTextureCubes.insert(std::pair<std::string, UniformTextureCube*>(name, t));
}
}
else {
oldTexture = iter->second->mTexture;
iter->second->mTexture = texture;
}
return oldTexture;
}