mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 15:38:11 +08:00
123 lines
4.9 KiB
C++
123 lines
4.9 KiB
C++
#pragma once
|
|
|
|
#include <GLM/gtc/type_ptr.hpp>
|
|
|
|
#include "shader.h"
|
|
#include "logger.h"
|
|
|
|
VertexShader::VertexShader(const std::string& source){
|
|
_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_VERTEX_SHADER);
|
|
compile(source);
|
|
}
|
|
|
|
void VertexShader::compile(const std::string& source) {
|
|
const char* sourcePtr = source.c_str();
|
|
OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &sourcePtr, nullptr);
|
|
OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
|
|
int success;
|
|
char infoLog[512];
|
|
OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
|
|
if (!success) {
|
|
OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
|
|
Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
|
|
}
|
|
}
|
|
|
|
FragmentShader::FragmentShader(const std::string& source){
|
|
_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_FRAGMENT_SHADER);
|
|
compile(source);
|
|
}
|
|
|
|
void FragmentShader::compile(const std::string& source) {
|
|
const char* sourcePtr = source.c_str();
|
|
OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &sourcePtr, nullptr);
|
|
OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
|
|
int success;
|
|
char infoLog[512];
|
|
OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
|
|
if (!success) {
|
|
OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
|
|
Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
|
|
}
|
|
}
|
|
|
|
GeometryShader::GeometryShader(const std::string& source) {
|
|
_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_GEOMETRY_SHADER);
|
|
compile(source);
|
|
}
|
|
|
|
void GeometryShader::compile(const std::string& source) {
|
|
const char* sourcePtr = source.c_str();
|
|
OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &sourcePtr, nullptr);
|
|
OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
|
|
int success;
|
|
char infoLog[512];
|
|
OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
|
|
if (!success) {
|
|
OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
|
|
Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
|
|
}
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram() {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(VertexShader vertexShader) {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
|
|
vertexShader.dispose();
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(FragmentShader fragmentShader) {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
|
|
fragmentShader.dispose();
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(GeometryShader geometryShader) {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
|
|
geometryShader.dispose();
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader) {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
|
|
vertexShader.dispose();
|
|
fragmentShader.dispose();
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader) {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
|
|
vertexShader.dispose();
|
|
geometryShader.dispose();
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader) {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
|
|
fragmentShader.dispose();
|
|
geometryShader.dispose();
|
|
}
|
|
|
|
ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader) {
|
|
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
|
|
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
|
|
vertexShader.dispose();
|
|
fragmentShader.dispose();
|
|
geometryShader.dispose();
|
|
} |