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OGLProgram.cpp
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#include "OGLProgram.h"
#include <glad/glad.h>
#include <vector>
#include <fstream>
static std::string ReadFile(const std::string& InFilePath)
{
std::ifstream InputStream(InFilePath, std::ios::ate);
if (!InputStream.is_open()) {
DIE("Impossible to open file");
}
size_t Size = InputStream.tellg();
if (Size == -1) {
DIE("Impossible read file size");
}
std::string Result;
Result.resize(Size);
InputStream.seekg(0, std::ios::beg);
InputStream.read(&Result[0], Size);
InputStream.close();
return Result;
}
static GLuint CreateShader(const std::string& InFilePath, GLenum InShaderType)
{
std::string ShaderStr = ReadFile(InFilePath);
const char* ShaderSource = ShaderStr.c_str();
GLuint ShaderId = glCreateShader(InShaderType);
glShaderSource(ShaderId, 1, &ShaderSource, NULL);
glCompileShader(ShaderId);
GLint Success;
glGetShaderiv(ShaderId, GL_COMPILE_STATUS, &Success);
if (!Success)
{
GLint MaxLogLength;
glGetShaderiv(ShaderId, GL_INFO_LOG_LENGTH, &MaxLogLength);
std::vector<GLchar> InfoLog(MaxLogLength);
glGetShaderInfoLog(ShaderId, MaxLogLength, NULL, InfoLog.data());
std::string LogStr(InfoLog.begin(), InfoLog.end());
DIE(LogStr);
}
return ShaderId;
}
static GLuint CreateProgram(GLuint InVertId, GLuint InFragId)
{
GLuint ProgramId = glCreateProgram();
glAttachShader(ProgramId, InVertId);
glAttachShader(ProgramId, InFragId);
glLinkProgram(ProgramId);
GLint Success;
glGetProgramiv(ProgramId, GL_LINK_STATUS, &Success);
if (!Success)
{
GLint MaxLogLength;
glGetProgramiv(ProgramId, GL_INFO_LOG_LENGTH, &MaxLogLength);
std::vector<GLchar> InfoLog(MaxLogLength);
glGetProgramInfoLog(ProgramId, MaxLogLength, NULL, InfoLog.data());
std::string LogStr(InfoLog.begin(), InfoLog.end());
DIE(LogStr);
}
glDeleteShader(InVertId);
glDeleteShader(InFragId);
return ProgramId;
}
OGLProgram::OGLProgram(const std::string& InVertShaderPath, const std::string& InFragShaderPath)
{
GLuint VertexShaderId = CreateShader(InVertShaderPath, GL_VERTEX_SHADER);
GLuint FragmeShaderId = CreateShader(InFragShaderPath, GL_FRAGMENT_SHADER);
Id = CreateProgram(VertexShaderId, FragmeShaderId);
}
OGLProgram::~OGLProgram()
{
glDeleteProgram(Id);
}
void OGLProgram::Bind()
{
glUseProgram(Id);
}
void OGLProgram::SetUniform(const std::string& InName, float InValue)
{
glUniform1f(glGetUniformLocation(Id, InName.c_str()), InValue);
}
void OGLProgram::SetUniform(const std::string& InName, int InValue)
{
glUniform1i(glGetUniformLocation(Id, InName.c_str()), InValue);
}
void OGLProgram::SetUniform(const std::string& InName, const Color& InValue)
{
GLint BaseColorLocation = glGetUniformLocation(Id, InName.c_str());
const GLfloat* ColorPtr = (GLfloat*)&InValue;
glUniform4fv(BaseColorLocation, 1, ColorPtr);
}
void OGLProgram::SetUniform(const std::string& InName, const glm::mat4& InValue)
{
GLint Loc = glGetUniformLocation(Id, InName.c_str());
glUniformMatrix4fv(Loc, 1, GL_FALSE, &InValue[0][0]);
}
void OGLProgram::SetUniform(const std::string& InName, const glm::vec3& InValue)
{
GLint Loc = glGetUniformLocation(Id, InName.c_str());
glUniform3fv(Loc, 1, &InValue[0]);
}
void OGLProgram::SetUniform(const std::string& InName, const glm::vec2& InValue)
{
GLint Loc = glGetUniformLocation(Id, InName.c_str());
glUniform2fv(Loc, 1, &InValue[0]);
}