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112 lines
3.8 KiB
112 lines
3.8 KiB
#include "shader.h"
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#include "utils.h"
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#include "vertexbuffer.h"
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void Shader::Init(const char * vs, const char * fs)
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{
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int nFileSize = 0;
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const char*vsCode = (char*)LoadFileContent(vs, nFileSize);
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const char*fsCode = (char*)LoadFileContent(fs, nFileSize);
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GLuint vsShader = CompileShader(GL_VERTEX_SHADER, vsCode);
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if (vsShader == 0) {
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return;
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}
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GLuint fsShader = CompileShader(GL_FRAGMENT_SHADER, fsCode);
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if (fsShader == 0) {
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return;
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}
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mProgram = CreateProgram(vsShader, fsShader);
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glDeleteShader(vsShader);
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glDeleteShader(fsShader);
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if (mProgram != 0) {
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mModelMatrixLocation = glGetUniformLocation(mProgram, "ModelMatrix");
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mViewMatrixLocation = glGetUniformLocation(mProgram, "ViewMatrix");
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mProjectionMatrixLocation = glGetUniformLocation(mProgram, "ProjectionMatrix");
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mPositionLocation = glGetAttribLocation(mProgram, "position");
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mColorLocation = glGetAttribLocation(mProgram, "color");
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mTexcoordLocation = glGetAttribLocation(mProgram, "texcoord");
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mNormalLocation = glGetAttribLocation(mProgram, "normal");
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}
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}
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void Shader::Bind(float *M, float *V, float*P) {
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glUseProgram(mProgram);
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glUniformMatrix4fv(mModelMatrixLocation, 1, GL_FALSE, M);
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glUniformMatrix4fv(mViewMatrixLocation, 1, GL_FALSE, V);
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glUniformMatrix4fv(mProjectionMatrixLocation, 1, GL_FALSE, P);
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int iIndex = 0;
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for (auto iter = mUniformTextures.begin(); iter != mUniformTextures.end(); ++iter) {
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glActiveTexture(GL_TEXTURE0 + iIndex);
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glBindTexture(GL_TEXTURE_2D, iter->second->mTexture);
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glUniform1i(iter->second->mLocation, iIndex++);
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}
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for (auto iter = mUniformVec4s.begin(); iter != mUniformVec4s.end(); ++iter) {
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glUniform4fv(iter->second->mLocation, 1, iter->second->v);
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}
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glEnableVertexAttribArray(mPositionLocation);
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glVertexAttribPointer(mPositionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
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glEnableVertexAttribArray(mColorLocation);
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glVertexAttribPointer(mColorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 4));
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glEnableVertexAttribArray(mTexcoordLocation);
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glVertexAttribPointer(mTexcoordLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 8));
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glEnableVertexAttribArray(mNormalLocation);
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glVertexAttribPointer(mNormalLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 12));
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}
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void Shader::SetTexture(const char * name, const char*imagePath) {
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auto iter = mUniformTextures.find(name);
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if (iter == mUniformTextures.end()) {
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GLint location = glGetUniformLocation(mProgram, name);
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if (location != -1) {
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UniformTexture* t = new UniformTexture;
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t->mLocation = location;
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t->mTexture = CreateTexture2DFromBMP(imagePath);
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mUniformTextures.insert(std::pair<std::string, UniformTexture*>(name, t));
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}
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}
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else {
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glDeleteTextures(1, &iter->second->mTexture);
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iter->second->mTexture = CreateTexture2DFromBMP(imagePath);
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}
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}
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void Shader::SetVec4(const char * name, float x, float y, float z, float w) {
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auto iter = mUniformVec4s.find(name);
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if (iter == mUniformVec4s.end()) {
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GLint location = glGetUniformLocation(mProgram, name);
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if (location != -1) {
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UniformVector4f*v = new UniformVector4f;
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v->v[0] = x;
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v->v[1] = y;
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v->v[2] = z;
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v->v[3] = w;
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v->mLocation = location;
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mUniformVec4s.insert(std::pair<std::string, UniformVector4f*>(name, v));
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}
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}
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else {
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iter->second->v[0] = x;
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iter->second->v[1] = y;
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iter->second->v[2] = z;
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iter->second->v[3] = w;
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}
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}
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void Shader::SetTexture(const char * name, GLuint texture) {
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auto iter = mUniformTextures.find(name);
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if (iter == mUniformTextures.end()) {
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GLint location = glGetUniformLocation(mProgram, name);
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if (location != -1) {
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UniformTexture*t = new UniformTexture;
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t->mLocation = location;
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t->mTexture = texture;
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mUniformTextures.insert(std::pair<std::string, UniformTexture*>(name, t));
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}
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}
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else {
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glDeleteTextures(1, &iter->second->mTexture);
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iter->second->mTexture = texture;
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}
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}
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