+++ /dev/null
-#include <fstream>
-#include <sstream>
-#include <stdexcept>
-#include <vector>
-#include <glm/gtc/type_ptr.hpp>
-#include "shader_program.hpp"
-
-using namespace std;
-using namespace glm;
-using namespace dragonblocks;
-
-map<string, GLenum> ShaderProgram::shadertypes = {
- {"vertex", GL_VERTEX_SHADER},
- {"fragment", GL_FRAGMENT_SHADER},
-};
-
-ShaderProgram::ShaderProgram(const string &global_path)
-{
- int success;
- char buffer[1024] = {};
- vector<GLuint> shaders;
-
- id = glCreateProgram();
-
- for (auto it = ShaderProgram::shadertypes.begin(); it != ShaderProgram::shadertypes.end(); it++) {
- const char *c_code;
- GLuint shader;
- string path, code;
- ifstream file;
- stringstream stream;
-
- path = global_path + "/" + it->first + ".glsl";
- file.exceptions(ifstream::failbit | ifstream::badbit);
- file.open(path);
- stream << file.rdbuf();
- code = stream.str();
- c_code = code.c_str();
-
- shader = glCreateShader(it->second);
- shaders.push_back(shader);
- glShaderSource(shader, 1, &c_code, NULL);
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (! success) {
- glGetShaderInfoLog(shader, 1024, NULL, buffer);
- throw runtime_error("Failed to compile " + it->first + " shader: " + buffer);
- }
- glAttachShader(id, shader);
- }
-
- glLinkProgram(id);
- glGetProgramiv(id, GL_LINK_STATUS, &success);
- if (! success) {
- glGetProgramInfoLog(id, 1024, NULL, buffer);
- throw runtime_error(string("Failed to link shader program: ") + buffer);
- }
-
- for (auto it = shaders.begin(); it != shaders.end(); it++) {
- glDeleteShader(*it);
- }
-}
-
-void ShaderProgram::use() const
-{
- glUseProgram(id);
-}
-
-void ShaderProgram::set(const string &name, bool value)
-{
- use();
- glUniform1i(glGetUniformLocation(id, name.c_str()), (int) value);
-}
-
-void ShaderProgram::set(const string &name, int value)
-{
- use();
- glUniform1i(glGetUniformLocation(id, name.c_str()), value);
-}
-
-void ShaderProgram::set(const string &name, float value)
-{
- use();
- glUniform1f(glGetUniformLocation(id, name.c_str()), value);
-}
-
-void ShaderProgram::set(const string &name, mat4 value)
-{
- use();
- glUniformMatrix4fv(glGetUniformLocation(id, name.c_str()), 1, GL_FALSE, value_ptr(value));
-}
-
-void ShaderProgram::set(const string &name, vec3 value)
-{
- use();
- glUniform3f(glGetUniformLocation(id, name.c_str()), value.x, value.y, value.z);
-}
-
-ShaderProgram::~ShaderProgram()
-{
- glDeleteProgram(id);
-}