You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 

50 lines
1.9 KiB

#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);
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));
}