Initial structure
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Core/ShaderProgram.h"
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void dd::Shader::Compile()
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{
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LOG_INFO("Compiling shader \"%s\"", m_FileName.c_str());
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std::string shaderFile;
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std::ifstream in(m_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\"", m_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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const GLchar* shaderFileC = shaderFile.c_str();
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const GLint length = shaderFile.length();
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glShaderSource(m_ShaderHandle, 1, &shaderFileC, &length);
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if(GLERROR("glShaderSource"))
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return;
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glCompileShader(m_ShaderHandle);
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GLint compileStatus;
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glGetShaderiv(m_ShaderHandle, 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(m_ShaderHandle, GL_INFO_LOG_LENGTH, &infoLogLength);
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GLchar* infolog = new GLchar[infoLogLength];
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glGetShaderInfoLog(m_ShaderHandle, 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;
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}
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dd::Shader::Shader(GLenum shaderType, std::string resourceName)
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: m_ShaderType(shaderType)
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, m_FileName(resourceName)
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{
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m_ShaderHandle = glCreateShader(shaderType);
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if (GLERROR("glCreateShader"))
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return;
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Compile();
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}
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dd::Shader::~Shader()
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{
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if (m_ShaderHandle != 0)
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{
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glDeleteShader(m_ShaderHandle);
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}
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}
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GLenum dd::Shader::GetType() const
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{
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return m_ShaderType;
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}
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std::string dd::Shader::GetFileName() const
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{
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return m_FileName;
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}
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GLuint dd::Shader::GetHandle() const
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{
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return m_ShaderHandle;
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}
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dd::ShaderProgram::ShaderProgram(std::string resourceName)
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{
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auto path = boost::filesystem::path(resourceName);
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if (!boost::filesystem::is_directory(path))
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{
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LOG_ERROR("Failed to load shader program: \"%s\" is not a directory", resourceName.c_str());
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return;
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}
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for (auto it = boost::filesystem::directory_iterator(path); it != boost::filesystem::directory_iterator(); it++)
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{
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std::string filename = it->path().filename().string();
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std::string filepath = it->path().string();
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if (filename == "Vertex.glsl")
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{
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m_Shaders.push_back(ResourceManager::Load<VertexShader>(filepath, this));
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}
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else if (filename == "Fragment.glsl")
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{
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m_Shaders.push_back(ResourceManager::Load<FragmentShader>(filepath, this));
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}
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else if (filename == "Geometry.glsl")
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{
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m_Shaders.push_back(ResourceManager::Load<GeometryShader>(filepath, this));
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}
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}
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}
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dd::ShaderProgram::~ShaderProgram()
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{
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if (m_ShaderProgramHandle != 0)
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{
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glDeleteProgram(m_ShaderProgramHandle);
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}
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}
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GLuint dd::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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if (m_ShaderProgramHandle == 0)
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{
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m_ShaderProgramHandle = glCreateProgram();
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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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return m_ShaderProgramHandle;
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}
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GLuint dd::ShaderProgram::GetHandle()
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{
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return m_ShaderProgramHandle;
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}
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void dd::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 dd::ShaderProgram::Unbind()
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{
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glActiveShaderProgram(0, 0);
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}
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void dd::ShaderProgram::BindFragDataLocation(int colorNumber, 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, colorNumber, name.c_str());
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}
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void dd::ShaderProgram::OnChildReloaded(dd::Resource* child) {
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LOG_INFO("Re-linking shader program");
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glLinkProgram(m_ShaderProgramHandle);
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if (GLERROR("glLinkProgram"))
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return;
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}
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