mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
Initial commit: wowee native WoW 3.3.5a client
This commit is contained in:
commit
ce6cb8f38e
147 changed files with 32347 additions and 0 deletions
127
src/rendering/shader.cpp
Normal file
127
src/rendering/shader.cpp
Normal file
|
|
@ -0,0 +1,127 @@
|
|||
#include "rendering/shader.hpp"
|
||||
#include "core/logger.hpp"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
namespace wowee {
|
||||
namespace rendering {
|
||||
|
||||
Shader::~Shader() {
|
||||
if (program) glDeleteProgram(program);
|
||||
if (vertexShader) glDeleteShader(vertexShader);
|
||||
if (fragmentShader) glDeleteShader(fragmentShader);
|
||||
}
|
||||
|
||||
bool Shader::loadFromFile(const std::string& vertexPath, const std::string& fragmentPath) {
|
||||
// Load vertex shader
|
||||
std::ifstream vFile(vertexPath);
|
||||
if (!vFile.is_open()) {
|
||||
LOG_ERROR("Failed to open vertex shader: ", vertexPath);
|
||||
return false;
|
||||
}
|
||||
std::stringstream vStream;
|
||||
vStream << vFile.rdbuf();
|
||||
std::string vertexSource = vStream.str();
|
||||
|
||||
// Load fragment shader
|
||||
std::ifstream fFile(fragmentPath);
|
||||
if (!fFile.is_open()) {
|
||||
LOG_ERROR("Failed to open fragment shader: ", fragmentPath);
|
||||
return false;
|
||||
}
|
||||
std::stringstream fStream;
|
||||
fStream << fFile.rdbuf();
|
||||
std::string fragmentSource = fStream.str();
|
||||
|
||||
return compile(vertexSource, fragmentSource);
|
||||
}
|
||||
|
||||
bool Shader::loadFromSource(const std::string& vertexSource, const std::string& fragmentSource) {
|
||||
return compile(vertexSource, fragmentSource);
|
||||
}
|
||||
|
||||
bool Shader::compile(const std::string& vertexSource, const std::string& fragmentSource) {
|
||||
GLint success;
|
||||
GLchar infoLog[512];
|
||||
|
||||
// Compile vertex shader
|
||||
const char* vCode = vertexSource.c_str();
|
||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertexShader, 1, &vCode, nullptr);
|
||||
glCompileShader(vertexShader);
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
|
||||
LOG_ERROR("Vertex shader compilation failed: ", infoLog);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile fragment shader
|
||||
const char* fCode = fragmentSource.c_str();
|
||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragmentShader, 1, &fCode, nullptr);
|
||||
glCompileShader(fragmentShader);
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
|
||||
LOG_ERROR("Fragment shader compilation failed: ", infoLog);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Link program
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
glLinkProgram(program);
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(program, 512, nullptr, infoLog);
|
||||
LOG_ERROR("Shader program linking failed: ", infoLog);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Shader::use() const {
|
||||
glUseProgram(program);
|
||||
}
|
||||
|
||||
void Shader::unuse() const {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
GLint Shader::getUniformLocation(const std::string& name) const {
|
||||
return glGetUniformLocation(program, name.c_str());
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& name, int value) {
|
||||
glUniform1i(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& name, float value) {
|
||||
glUniform1f(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& name, const glm::vec2& value) {
|
||||
glUniform2fv(getUniformLocation(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& name, const glm::vec3& value) {
|
||||
glUniform3fv(getUniformLocation(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& name, const glm::vec4& value) {
|
||||
glUniform4fv(getUniformLocation(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& name, const glm::mat3& value) {
|
||||
glUniformMatrix3fv(getUniformLocation(name), 1, GL_FALSE, &value[0][0]);
|
||||
}
|
||||
|
||||
void Shader::setUniform(const std::string& name, const glm::mat4& value) {
|
||||
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, &value[0][0]);
|
||||
}
|
||||
|
||||
} // namespace rendering
|
||||
} // namespace wowee
|
||||
Loading…
Add table
Add a link
Reference in a new issue