blob: 2e8a257ab368b81120d7b7a6a452238a8e95d544 [file] [log] [blame] [edit]
#include "shaders.h"
#include <iostream>
#include <vector>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
std::string FragmentShaderCode =
"#version 330 core\n\
in vec3 normal;\n\
in vec3 position;\n\
in vec2 texcoord;\n\
\n\
uniform sampler2D tex;\n\
uniform vec3 sun_position; \n\
uniform vec3 sun_color; \n\
\n\
out vec4 color;\n\
void main() {\n\
float lum = max(dot(normal, normalize(sun_position)), 0.0);\n\
color = texture(tex, texcoord) * vec4((0.3 + 0.7 * lum) * sun_color, 1.0);\n\
}\n\
";
std::string VertexShaderCode =
"#version 330 core\n\
layout(location = 0) in vec3 in_vertex;\n\
layout(location = 1) in vec3 in_normal;\n\
layout(location = 2) in vec2 in_texcoord;\n\
\n\
uniform mat4 MVP;\n\
\n\
out vec3 normal;\n\
out vec3 position;\n\
out vec2 texcoord;\n\
\n\
void main(){\n\
gl_Position = MVP * vec4(in_vertex, 1);\n\
position = gl_Position.xyz;\n\
normal = normalize(mat3(MVP) * in_normal);\n\
position = in_vertex;\n\
texcoord = in_texcoord;\n\
}";
Shaders::Shaders()
{
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
this->pid = ProgramID;
}
Shaders::~Shaders()
{
}