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#include "shader.h"
#include "utils.h"
#include "vertexbuffer.h"
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);
glUniformMatrix4fv(mModelMatrixLocation, 1, GL_FALSE, M);
glUniformMatrix4fv(mViewMatrixLocation, 1, GL_FALSE, V);
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 = mUniformVec4s.begin(); iter != mUniformVec4s.end(); ++iter) {
glUniform4fv(iter->second->mLocation, 1, iter->second->v);
}
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(mColorLocation);
glVertexAttribPointer(mColorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 4));
glEnableVertexAttribArray(mTexcoordLocation);
glVertexAttribPointer(mTexcoordLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 8));
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 = CreateTexture2DFromBMP(imagePath);
mUniformTextures.insert(std::pair<std::string, UniformTexture*>(name, t));
}
}
else {
glDeleteTextures(1, &iter->second->mTexture);
iter->second->mTexture = CreateTexture2DFromBMP(imagePath);
}
}
void Shader::SetVec4(const char * name, float x, float y, float z, float w) {
auto iter = mUniformVec4s.find(name);
if (iter == mUniformVec4s.end()) {
GLint 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] = y;
iter->second->v[2] = z;
iter->second->v[3] = w;
}
}