Files
squidout/src/game/Rendering/OpenGL/ShaderProgram.cpp
T

193 lines
4.5 KiB
C++

/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Rendering/ShaderProgram.h"
void dd::Shader::Compile()
{
LOG_INFO("Compiling shader \"%s\"", m_FileName.c_str());
std::string shaderFile;
std::ifstream in(m_FileName, std::ios::in);
if (!in)
{
LOG_ERROR("Error: Failed to open shader file \"%s\"", m_FileName.c_str());
return;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
const GLchar* shaderFileC = shaderFile.c_str();
const GLint length = shaderFile.length();
glShaderSource(m_ShaderHandle, 1, &shaderFileC, &length);
if(GLERROR("glShaderSource"))
return;
glCompileShader(m_ShaderHandle);
GLint compileStatus;
glGetShaderiv(m_ShaderHandle, GL_COMPILE_STATUS, &compileStatus);
if(compileStatus != GL_TRUE)
{
LOG_ERROR("Shader compilation failed");
GLsizei infoLogLength;
glGetShaderiv(m_ShaderHandle, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* infolog = new GLchar[infoLogLength];
glGetShaderInfoLog(m_ShaderHandle, infoLogLength, &infoLogLength, infolog);
LOG_ERROR(infolog);
delete[] infolog;
}
if(GLERROR("glCompileShader"))
return;
}
dd::Shader::Shader(GLenum shaderType, std::string resourceName)
: m_ShaderType(shaderType)
, m_FileName(resourceName)
{
m_ShaderHandle = glCreateShader(shaderType);
if (GLERROR("glCreateShader"))
return;
Compile();
}
dd::Shader::~Shader()
{
if (m_ShaderHandle != 0)
{
glDeleteShader(m_ShaderHandle);
}
}
GLenum dd::Shader::GetType() const
{
return m_ShaderType;
}
std::string dd::Shader::GetFileName() const
{
return m_FileName;
}
GLuint dd::Shader::GetHandle() const
{
return m_ShaderHandle;
}
dd::ShaderProgram::ShaderProgram(std::string resourceName)
{
auto path = boost::filesystem::path(resourceName);
if (!boost::filesystem::is_directory(path))
{
LOG_ERROR("Failed to load shader program: \"%s\" is not a directory", resourceName.c_str());
return;
}
for (auto it = boost::filesystem::directory_iterator(path); it != boost::filesystem::directory_iterator(); it++)
{
std::string filename = it->path().filename().string();
std::string filepath = it->path().string();
if (filename == "Vertex.glsl")
{
m_Shaders.push_back(ResourceManager::Load<VertexShader>(filepath, this));
}
else if (filename == "Fragment.glsl")
{
m_Shaders.push_back(ResourceManager::Load<FragmentShader>(filepath, this));
}
else if (filename == "Geometry.glsl")
{
m_Shaders.push_back(ResourceManager::Load<GeometryShader>(filepath, this));
}
}
}
dd::ShaderProgram::~ShaderProgram()
{
if (m_ShaderProgramHandle != 0)
{
glDeleteProgram(m_ShaderProgramHandle);
}
}
GLuint dd::ShaderProgram::Link()
{
if (m_Shaders.size() == 0)
{
LOG_ERROR("Failed to link shader program: No shaders bound");
return 0;
}
if (m_ShaderProgramHandle == 0)
{
m_ShaderProgramHandle = glCreateProgram();
}
LOG_INFO("Linking shader program");
for (auto &shader : m_Shaders)
{
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
}
glLinkProgram(m_ShaderProgramHandle);
if (GLERROR("glLinkProgram"))
return 0;
return m_ShaderProgramHandle;
}
GLuint dd::ShaderProgram::GetHandle()
{
return m_ShaderProgramHandle;
}
void dd::ShaderProgram::Bind()
{
if (m_ShaderProgramHandle == 0)
return;
glUseProgram(m_ShaderProgramHandle);
}
void dd::ShaderProgram::Unbind()
{
glActiveShaderProgram(0, 0);
}
void dd::ShaderProgram::BindFragDataLocation(int colorNumber, std::string name)
{
if (m_ShaderProgramHandle == 0)
return;
glBindFragDataLocation(m_ShaderProgramHandle, colorNumber, name.c_str());
}
void dd::ShaderProgram::OnChildReloaded(dd::Resource* child) {
LOG_INFO("Re-linking shader program");
glLinkProgram(m_ShaderProgramHandle);
if (GLERROR("glLinkProgram"))
return;
}