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shaders.cpp
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#include <string>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <iostream>
#include <stdio.h>
#include <fstream>
#include <streambuf>
#include <vector>
#include "header.h"
GLuint MakeShader(std::string shader, GLenum type);
GLuint LinkProgram(GLuint vertex);
void Engine::shaderProgram::init(std::vector<std::string> Shaders,std::vector<GLenum> identifier){
std::vector<GLenum> Ids;
for(int i = 0 ; i < Shaders.size(); i++){
Ids.push_back(MakeShader(Shaders[i],identifier[i]));
}
id = glCreateProgram();
for(int i = 0; i < Ids.size(); i++){
glAttachShader(id,Ids[i]);
}
GLint linkStatus;
glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);
if (!linkStatus) {
printf("Error Linking program");
for(int i = 0; i < Ids.size(); i++){
glDetachShader(id,Ids[i]);
}
glDeleteProgram(id);
id = 0;
}
}
int Engine::shaderProgram::getAndSaveUniform(string var){
if(vars.find(var) == vars.end()){
GLuint uniId;
uniId = glGetUniformLocation(id,var.c_str());
if(uniId == -1) return 1;
vars[var] = uniId;
return 0;
}
return 0;
}
int Engine::shaderProgram::Uniform1f(string var, GLfloat v0){
//hash map to find already used variables?
if(getAndSaveUniform(var)) return 1;
glUniform1f(vars[var],v0);
return 0;
}
int Engine::shaderProgram::Uniform2f(string var, GLfloat v0, GLfloat v1){
if(getAndSaveUniform(var)) return 1;
glUniform2f(vars[var],v0,v1);
return 0;
}
int Engine::shaderProgram::Uniform3f(string var, GLfloat v0, GLfloat v1, GLfloat v2){
if(getAndSaveUniform(var)) return 1;
glUniform3f(vars[var],v0,v1,v2);
return 0;
}
int Engine::shaderProgram::Uniform4f(string var, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3){
if(getAndSaveUniform(var)) return 1;
glUniform4f(vars[var],v0,v1,v2,v3);
return 0;
}
int Engine::shaderProgram::Uniform1i(string var, GLint v0){
if(getAndSaveUniform(var)) return 1;
glUniform1i(vars[var],v0);
return 0;
}
int Engine::shaderProgram::Uniform2i(string var, GLint v0, GLint v1){
if(getAndSaveUniform(var)) return 1;
glUniform2i(vars[var],v0,v1);
return 0;
}
int Engine::shaderProgram::Uniform3i(string var,GLint v0, GLint v1, GLint v2){
if(getAndSaveUniform(var)) return 1;
glUniform3i(vars[var],v0,v1,v2);
return 0;
}
int Engine::shaderProgram::Uniform4i(string var, GLint v0, GLint v1, GLint v2, GLint v3){
if(getAndSaveUniform(var)) return 1;
glUniform4i(vars[var],v0,v1,v2,v3);
return 0;
}
int Engine::shaderProgram::Uniform1ui(string var, GLuint v0){
if(getAndSaveUniform(var)) return 1;
glUniform1ui(vars[var],v0);
return 0;
}
int Engine::shaderProgram::Uniform2ui(string var, GLuint v0, GLuint v1){
if(getAndSaveUniform(var)) return 1;
glUniform2ui(vars[var],v0,v1);
return 0;
}
int Engine::shaderProgram::Uniform3ui(string var, GLuint v0, GLuint v1, GLuint v2){
if(getAndSaveUniform(var)) return 1;
glUniform3ui(vars[var],v0,v1,v2);
return 0;
}
int Engine::shaderProgram::Uniform4ui(string var, GLuint v0, GLuint v1, GLuint v2, GLuint v3){
if(getAndSaveUniform(var)) return 1;
glUniform4ui(vars[var],v0,v1,v2,v3);
return 0;
}
GLuint CompileAllShaders(){
glClearColor(1, 0, 0, 0);
std::ifstream vertex_file;
std::ifstream frag_file;
vertex_file.open("transformationShader.vert"); //!!!!
frag_file.open("fragShader.frag");
std::string vertexShader((std::istreambuf_iterator<char>(vertex_file)),std::istreambuf_iterator<char>());
std::string fragmentShader((std::istreambuf_iterator<char>(frag_file)),std::istreambuf_iterator<char>());
vertex_file.close();
frag_file.close();
GLuint vertexShaderID = MakeShader(vertexShader, GL_VERTEX_SHADER);
GLuint fragmentShaderID = MakeShader(fragmentShader, GL_FRAGMENT_SHADER);
GLuint programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
GLint linkStatus;
glGetProgramiv(programID, GL_LINK_STATUS, &linkStatus);
if (!linkStatus) {
printf("Error Linking program");
glDetachShader(programID, vertexShaderID);
glDetachShader(programID, fragmentShaderID);
glDeleteProgram(programID);
return 0;
}
//cursed();
return programID;
}
GLuint LinkProgram(GLuint vertex){
GLuint programID = glCreateProgram();
glAttachShader(programID, vertex);
glLinkProgram(programID);
return programID;
}
GLuint MakeShader(std::string shader, GLenum type) {
const char *shaderCode = shader.c_str();
GLuint shaderId = glCreateShader(type);
glShaderSource(shaderId, 1, &shaderCode, NULL);
glCompileShader(shaderId);
GLint compileStatus;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &compileStatus);
if (!compileStatus) {
int length;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &length);
char *cMessage = new char[length];
// Get additional information
glGetShaderInfoLog(shaderId, length, &length, cMessage);
printf("Cannot Compile Shader: %s", cMessage);
delete[] cMessage;
glDeleteShader(shaderId);
return 0;
}
return shaderId;
}