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//
// GLSLProgramObject.cpp - Wrapper for GLSL program objects
//
// Author: Louis Bavoil
// Email: sdkfeedback@nvidia.com
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
////////////////////////////////////////////////////////////////////////////////
#include "GLSLProgramObject.h"
#include <glm/gtc/type_ptr.hpp>
#include <cmrc/cmrc.hpp>
CMRC_DECLARE(shaders);
#include <iostream>
GLSLProgramObject::GLSLProgramObject() :
_progId(0)
{
}
GLSLProgramObject::~GLSLProgramObject()
{
destroy();
}
void GLSLProgramObject::destroy()
{
for (unsigned i = 0; i < _vertexShaders.size(); i++) {
glDeleteShader(_vertexShaders[i]);
}
for (unsigned i = 0; i < _fragmentShaders.size(); i++) {
glDeleteShader(_fragmentShaders[i]);
}
if (_progId != 0) {
glDeleteProgram(_progId);
}
}
void GLSLProgramObject::attachVertexShader(const std::string& filename)
{
std::cout << filename << std::endl;
auto shaderFilesystem = cmrc::shaders::get_filesystem();
if (!shaderFilesystem.exists("shaders/" + filename)) {
std::cerr << "Error: Failed to find vertex shader" << std::endl;
exit(1);
}
GLuint shaderId = glCreateShader(GL_VERTEX_SHADER);
if (shaderId == 0) {
std::cerr << "Error: Vertex shader failed to create" << std::endl;
exit(1);
}
auto shaderFile = shaderFilesystem.open("shaders/" + filename);
auto shader = std::string(shaderFile.cbegin(), shaderFile.cend());
const char *shaderStr = shader.c_str();
glShaderSource(shaderId, 1, &shaderStr, NULL);
glCompileShader(shaderId);
_vertexShaders.push_back(shaderId);
}
void GLSLProgramObject::attachFragmentShader(const std::string& filename)
{
std::cout << filename << std::endl;
auto shaderFilesystem = cmrc::shaders::get_filesystem();
if (!shaderFilesystem.exists("shaders/" + filename)) {
std::cerr << "Error: Failed to find fragment shader" << std::endl;
exit(1);
}
GLuint shaderId = glCreateShader(GL_FRAGMENT_SHADER);
if (shaderId == 0) {
std::cerr << "Error: Fragment shader failed to create" << std::endl;
exit(1);
}
auto shaderFile = shaderFilesystem.open("shaders/" + filename);
auto shader = std::string(shaderFile.cbegin(), shaderFile.cend());
const char *shaderStr = shader.c_str();
glShaderSource(shaderId, 1, &shaderStr, NULL);
glCompileShader(shaderId);
_fragmentShaders.push_back(shaderId);
}
void GLSLProgramObject::link()
{
_progId = glCreateProgram();
for (unsigned i = 0; i < _vertexShaders.size(); i++) {
glAttachShader(_progId, _vertexShaders[i]);
}
for (unsigned i = 0; i < _fragmentShaders.size(); i++) {
glAttachShader(_progId, _fragmentShaders[i]);
}
glLinkProgram(_progId);
GLint success = 0;
glGetProgramiv(_progId, GL_LINK_STATUS, &success);
if (!success) {
char temp[1024];
glGetProgramInfoLog(_progId, 1024, NULL, temp);
std::cerr << "Failed to link program:" << std::endl;
std::cerr << temp << std::endl;
exit(1);
}
}
void GLSLProgramObject::bind()
{
glUseProgram(_progId);
}
void GLSLProgramObject::unbind()
{
glUseProgram(0);
}
void GLSLProgramObject::setUniform(const std::string& name, GLuint val)
{
GLint id = glGetUniformLocation(_progId, name.c_str());
glUniform1uiv(id, 1, &val);
}
void GLSLProgramObject::setUniform(const std::string& name, GLfloat val)
{
GLint id = glGetUniformLocation(_progId, name.c_str());
glUniform1fv(id, 1, &val);
}
void GLSLProgramObject::setUniform(const std::string& name, const glm::vec3& val)
{
GLint id = glGetUniformLocation(_progId, name.c_str());
glUniform3fv(id, 1, glm::value_ptr(val));
}
void GLSLProgramObject::setUniform(const std::string& name, const glm::mat3& val)
{
GLint id = glGetUniformLocation(_progId, name.c_str());
glUniformMatrix3fv(id, 1, GL_FALSE, glm::value_ptr(val));
}
void GLSLProgramObject::setUniform(const std::string& name, const glm::mat4& val)
{
GLint id = glGetUniformLocation(_progId, name.c_str());
glUniformMatrix4fv(id, 1, GL_FALSE, glm::value_ptr(val));
}
void GLSLProgramObject::setTextureUnit(const std::string& texname, int texunit)
{
GLint linked;
glGetProgramiv(_progId, GL_LINK_STATUS, &linked);
if (linked != GL_TRUE) {
std::cerr << "Error: setTextureUnit needs program to be linked." << std::endl;
exit(1);
}
GLint id = glGetUniformLocation(_progId, texname.c_str());
if (id == -1) {
std::cerr << "Warning: Invalid texture " << texname << std::endl;
return;
}
glUniform1i(id, texunit);
}
void GLSLProgramObject::bindTexture(GLenum target, const std::string& texname, GLuint texid, int texunit)
{
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(target, texid);
setTextureUnit(texname, texunit);
glActiveTexture(GL_TEXTURE0);
}