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Copy pathShaders.cpp
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128 lines (102 loc) · 3.27 KB
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#include "Shaders.h"
#include <iostream>
Shaders::Shaders()
{
BlockShader();
PortalShader();
}
void Shaders::BlockShader()
{
const char *vertexShaderSource = // "#version 330 core\n"
"attribute vec3 aPos;\n"
"uniform vec3 uColor;\n"
"uniform mat4 mvp;\n"
"varying vec3 vColor;\n"
"void main()\n"
"{\n"
" vColor=uColor;\n"
" gl_Position = mvp * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = // "#version 330 core\n"
"varying mediump vec3 vColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(vColor, 1.0);\n"
"}\n\0";
compileShader(vertexShaderSource, fragmentShaderSource,"basic");
}
void Shaders::PortalShader()
{
const char *vertexShaderSource = // "#version 330 core\n"
"attribute vec3 aPos;\n"
"uniform mat4 mvp;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = // "#version 330 core\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0f, 0.5f, 1.0f, 1.0f);\n"
"}\n\0";
compileShader(vertexShaderSource, fragmentShaderSource,"portal");
}
bool Shaders::compileShader(const char* vertexShaderSource,
const char* fragmentShaderSource,
const char* shaderName)
{
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
m_shaderPrograms[shaderName] = shaderProgram;
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return success;
}
Shaders::~Shaders()
{
}
GLuint Shaders::getShader(const std::string& shaderName) const
{
std::map<std::string, GLuint>::const_iterator iter = m_shaderPrograms.find(shaderName);
if(iter == m_shaderPrograms.end())
{
std::cerr << "Error finding shader: " << shaderName << std::endl;
throw 1;
}
else
{
return iter->second;
}
}