191 lines
4.2 KiB
C++
191 lines
4.2 KiB
C++
#include "Rendering/ShaderProgram.h"
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GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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{
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LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
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std::string shaderFile = ReadFile(fileName);
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GLuint shader = glCreateShader(shaderType);
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if (GLERROR("glCreateShader"))
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return 0;
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std::size_t startPos = 0;
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std::size_t SEofNewFile[2];
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std::string key = "#include";
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while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
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{
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SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
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SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
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if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
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return 0;
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std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
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std::string replacementString = ReadFile(replacementFileName);
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size_t firstof = replacementString.find_first_of((char)0);
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replacementString.erase(firstof, replacementString.size() - firstof);
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if (replacementString.length() <= 0)
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return 0;
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shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
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startPos += replacementString.length(); //This might not be wanted.
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}
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const GLchar* shaderFiles = shaderFile.c_str();
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const GLint length = static_cast<GLint>(shaderFile.length());
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glShaderSource(shader, 1, &shaderFiles, &length);
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if (GLERROR("glShaderSource"))
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return 0;
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glCompileShader(shader);
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GLint compileStatus;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE) {
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LOG_ERROR("Shader compilation failed");
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GLsizei infoLogLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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GLchar* infolog = new GLchar[infoLogLength];
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glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
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LOG_ERROR(infolog);
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delete[] infolog;
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}
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if (GLERROR("glCompileShader"))
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return 0;
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return shader;
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}
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std::string Shader::ReadFile(std::string fileName)
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{
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std::string shaderFile;
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std::ifstream in(fileName, std::ios::in);
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if (!in) {
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LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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return "";
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}
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in.seekg(0, std::ios::end);
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shaderFile.resize((int)in.tellg());
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in.seekg(0, std::ios::beg);
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in.read(&shaderFile[0], shaderFile.size());
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in.close();
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return shaderFile;
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}
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Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
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{
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m_ShaderHandle = 0;
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}
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Shader::~Shader()
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{
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if (m_ShaderHandle != 0) {
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glDeleteShader(m_ShaderHandle);
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}
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}
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GLuint Shader::Compile()
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{
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m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
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return m_ShaderHandle;
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}
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GLenum Shader::GetType() const
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{
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return m_ShaderType;
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}
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std::string Shader::GetFileName() const
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{
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return m_FileName;
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}
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GLuint Shader::GetHandle() const
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{
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return m_ShaderHandle;
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}
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bool Shader::IsCompiled() const
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{
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return m_ShaderHandle != 0;
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}
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ShaderProgram::~ShaderProgram()
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{
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if (m_ShaderProgramHandle != 0) {
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glDeleteProgram(m_ShaderProgramHandle);
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}
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}
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void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
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{
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m_Shaders.push_back(shader);
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}
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void ShaderProgram::Compile()
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{
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if (m_ShaderProgramHandle == 0) {
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m_ShaderProgramHandle = glCreateProgram();
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}
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for (auto &shader : m_Shaders)
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{
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if (!shader->IsCompiled())
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{
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shader->Compile();
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}
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}
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}
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GLuint ShaderProgram::Link()
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{
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if (m_Shaders.size() == 0)
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{
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LOG_ERROR("Failed to link shader program: No shaders bound");
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return 0;
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}
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LOG_INFO("Linking shader program");
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for (auto &shader : m_Shaders)
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{
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glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
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}
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glLinkProgram(m_ShaderProgramHandle);
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if (GLERROR("glLinkProgram"))
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return 0;
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m_Shaders.clear();
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return m_ShaderProgramHandle;
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}
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GLuint ShaderProgram::GetHandle()
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{
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return m_ShaderProgramHandle;
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}
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void ShaderProgram::Bind()
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{
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if (m_ShaderProgramHandle == 0)
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return;
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glUseProgram(m_ShaderProgramHandle);
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}
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void ShaderProgram::Unbind()
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{
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glActiveShaderProgram(0, 0);
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}
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void ShaderProgram::BindFragDataLocation(int index, std::string name)
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{
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if (m_ShaderProgramHandle == 0)
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return;
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glBindFragDataLocation(m_ShaderProgramHandle, index, name.c_str());
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}
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