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Copy pathShaderProgram.cpp
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93 lines (77 loc) · 2.34 KB
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#include "ShaderProgram.hpp"
#include <algorithm>
#include <cstdio>
ShaderProgram::ShaderProgram(
const std::initializer_list<std::pair<std::string,
GLenum>> &listShaders){
id = glCreateProgram();
std::vector<Shader*> vecShaders;
for (auto shaderPair : listShaders) {
vecShaders.push_back(new Shader(shaderPair.first,
shaderPair.second));
glAttachShader(id, vecShaders.back()->getId());
}
glLinkProgram(id);
GLint success;
GLchar infoLog[512];
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(id, 512, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED: %s", infoLog);
}
//destructor of Shader will call glDeleteShader on every element of vecShader
for (unsigned int i = 0; i < vecShaders.size(); i++) {
delete vecShaders[i];
}
}
ShaderProgram::ShaderProgram(
const std::initializer_list<Shader> &listShaders){
id = glCreateProgram();
for (auto shr : listShaders) {
glAttachShader(id, shr.getId());
}
glLinkProgram(id);
GLint success;
GLchar infoLog[512];
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(id, 512, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED: %s", infoLog);
}
}
ShaderProgram::~ShaderProgram(){
glDeleteProgram(id);
}
GLuint ShaderProgram::getId(){
return id;
}
void ShaderProgram::run(){
glUseProgram(id);
}
void ShaderProgram::setUniform(GLuint loc, const GLfloat &v){
glUniform1f(loc, v);
}
void ShaderProgram::setUniform(GLuint loc, const GLuint &v){
glUniform1i(loc, v);
}
void ShaderProgram::setUniform(GLuint loc, const GLint &v){
glUniform1i(loc, v);
}
void ShaderProgram::setUniform(GLuint loc, const glm::vec3 &v){
glUniform3f(loc, v.x, v.y, v.z);
}
void ShaderProgram::setUniform(GLuint loc, const glm::vec4 &v){
glUniform4f(loc, v.x, v.y, v.z, v.w);
}
void ShaderProgram::setUniform(GLint loc, const glm::mat2 &mx) {
glUniformMatrix2fv(loc, 1, GL_FALSE, glm::value_ptr(mx));
}
void ShaderProgram::setUniform(GLint loc, const glm::mat3 &mx) {
glUniformMatrix3fv(loc, 1, GL_FALSE, glm::value_ptr(mx));
}
void ShaderProgram::setUniform(GLint loc, const glm::mat4 &mx) {
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(mx));
}
GLint ShaderProgram::getAttribLocation(std::string& attribDescription){
return glGetAttribLocation(id, attribDescription.c_str());
}