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GLShaderProgram.cpp
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107 lines (81 loc) · 3.73 KB
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#include "GLShaderProgram.h"
#include <cassert>
#include <iostream>
/***********************************************************************************/
GLShaderProgram::GLShaderProgram(const std::string& programName, const GLuint programID) :
m_programName(programName), m_programID(programID)
{
getUniforms();
}
/***********************************************************************************/
GLShaderProgram::~GLShaderProgram() {
DeleteProgram();
}
/***********************************************************************************/
void GLShaderProgram::Bind() const {
assert(m_programID != GLShaderProgram::noId);
glUseProgram(m_programID);
}
/***********************************************************************************/
void GLShaderProgram::DeleteProgram() {
if (m_programID != GLShaderProgram::noId) {
std::cout << "Deleting program: " << m_programName << '\n';
glDeleteProgram(m_programID);
m_programID = GLShaderProgram::noId;
}
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniformi(const std::string& uniformName, const int value) {
glUniform1i(m_uniforms.at(uniformName), value);
return *this;
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniformf(const std::string& uniformName, const float value) {
glUniform1f(m_uniforms.at(uniformName), value);
return *this;
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniform(const std::string& uniformName, const glm::ivec2& value) {
glUniform2iv(m_uniforms.at(uniformName), 1, &value[0]);
return *this;
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniform(const std::string& uniformName, const glm::vec2& value) {
glUniform2f(m_uniforms.at(uniformName), value.x, value.y);
return *this;
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniform(const std::string& uniformName, const glm::vec3& value) {
glUniform3f(m_uniforms.at(uniformName), value.x, value.y, value.z);
return *this;
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniform(const std::string& uniformName, const glm::vec4& value) {
glUniform4f(m_uniforms.at(uniformName), value.x, value.y, value.z, value.w);
return *this;
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniform(const std::string& uniformName, const glm::mat3x3& value) {
glUniformMatrix3fv(m_uniforms.at(uniformName), 1, GL_FALSE, value_ptr(value));
return *this;
}
/***********************************************************************************/
GLShaderProgram& GLShaderProgram::SetUniform(const std::string& uniformName, const glm::mat4x4& value) {
glUniformMatrix4fv(m_uniforms.at(uniformName), 1, GL_FALSE, value_ptr(value));
return *this;
}
/***********************************************************************************/
void GLShaderProgram::getUniforms() {
int total = -1;
glGetProgramiv(m_programID, GL_ACTIVE_UNIFORMS, &total);
for (auto i = 0; i < total; ++i) {
auto name_len = -1, num = -1;
GLenum type = GL_ZERO;
char name[100];
glGetActiveUniform(m_programID, static_cast<GLuint>(i), sizeof(name) - 1, &name_len, &num, &type, name);
name[name_len] = 0;
const auto nameStr = std::string(name);
// TODO: Filter out uniform block members using glGetActiveUniformsiv
m_uniforms.try_emplace(nameStr, glGetUniformLocation(m_programID, name));
}
}