Shader stuff.
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#ifndef ShaderProgram_h__
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#define ShaderProgram_h__
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#include <memory>
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#include <string>
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#include <fstream>
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#include <vector>
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#define _CRT_SECURE_NO_WARNINGS
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#include <GL/glew.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <glext.h>
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#include "glerror.h"
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class Shader
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{
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public:
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static GLuint 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;
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std::ifstream in(fileName, std::ios::in);
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if(!in)
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{
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LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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return 0;
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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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GLuint shader = glCreateShader(shaderType);
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if(GLERROR("glCreateShader"))
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return 0;
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const GLchar* shaderFiles = shaderFile.c_str();
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const GLint length = 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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{
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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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Shader(GLenum shaderType, std::string fileName)
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: 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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virtual ~Shader()
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{
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glDeleteShader(m_ShaderHandle);
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}
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GLuint 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 GetType() const { return m_ShaderType; }
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std::string GetFileName() const { return m_FileName; }
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GLuint GetHandle() const { return m_ShaderHandle; }
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bool IsCompiled() const { return m_ShaderHandle != 0; }
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protected:
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GLenum m_ShaderType;
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std::string m_FileName;
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GLint m_ShaderHandle;
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};
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template <int SHADERTYPE>
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class ShaderType : public Shader
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{
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public:
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ShaderType(std::string fileName)
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: Shader(SHADERTYPE, fileName) { }
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};
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class VertexShader : public ShaderType<GL_VERTEX_SHADER>
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{
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public:
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VertexShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class FragmentShader : public ShaderType<GL_FRAGMENT_SHADER>
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{
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public:
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FragmentShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class GeometryShader : public ShaderType<GL_GEOMETRY_SHADER>
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{
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public:
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GeometryShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class ShaderProgram
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{
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public:
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ShaderProgram()
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{
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Initialize();
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}
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ShaderProgram(std::string vertexShaderFile, std::string fragmentShaderFile)
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{
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AddShader(std::unique_ptr<Shader>(new VertexShader(vertexShaderFile)));
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AddShader(std::unique_ptr<Shader>(new VertexShader(fragmentShaderFile)));
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Initialize();
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}
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void AddShader(std::unique_ptr<Shader> shader)
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{
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if (!shader->IsCompiled()) {
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shader->Compile();
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}
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m_Shaders.push_back(std::move(shader));
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}
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GLuint Link()
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{
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LOG_INFO("Linking shader program");
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m_ShaderProgramHandle = glCreateProgram();
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for (auto &shader : m_Shaders) {
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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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for (auto &shader : m_Shaders) {
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shader.release();
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}
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m_Shaders.clear();
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}
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void Bind()
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{
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if (m_ShaderProgramHandle == 0)
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return;
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glActiveShaderProgram(0, m_ShaderProgramHandle);
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}
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void Unbind()
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{
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glActiveShaderProgram(0, 0);
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}
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private:
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GLuint m_ShaderProgramHandle;
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std::vector<std::unique_ptr<Shader>> m_Shaders;
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void Initialize()
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{
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m_ShaderProgramHandle = 0;
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}
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};
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#endif // ShaderProgram_h__
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