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authorhachem <im@hachem.wtf>2025-08-12 18:12:37 +0200
committerhachem <im@hachem.wtf>2025-08-12 18:12:37 +0200
commit50cdd344a3ed87c75a67739e2ffd34762e9b0895 (patch)
tree2a4a107e92687236c6676296281b89e14f8eac01 /src/platform/opengl/opengl_shader.cpp
parentdbe642e5e26cf2bd99218f727157b58c7fed286e (diff)
feat: start of a basic rendering backend
Diffstat (limited to 'src/platform/opengl/opengl_shader.cpp')
-rw-r--r--src/platform/opengl/opengl_shader.cpp224
1 files changed, 224 insertions, 0 deletions
diff --git a/src/platform/opengl/opengl_shader.cpp b/src/platform/opengl/opengl_shader.cpp
new file mode 100644
index 0000000..e2e6279
--- /dev/null
+++ b/src/platform/opengl/opengl_shader.cpp
@@ -0,0 +1,224 @@
+#include "opengl_shader.h"
+#include <glad/glad.h>
+#include <glm/gtc/type_ptr.hpp>
+#include <fstream>
+#include <iostream>
+
+namespace Donut
+{
+ static uint32_t ShaderTypeFromString(const std::string& type)
+ {
+ if (type == "vertex")
+ return GL_VERTEX_SHADER;
+ if (type == "fragment" || type == "pixel")
+ return GL_FRAGMENT_SHADER;
+ return 0;
+ }
+
+ OpenGLShader::OpenGLShader(const std::string& filepath)
+ {
+ std::string source = read_file(filepath);
+ auto shader_sources = pre_process(source);
+ compile(shader_sources);
+
+ auto last_slash = filepath.find_last_of("/\\");
+ last_slash = last_slash == std::string::npos ? 0 : last_slash + 1;
+ auto last_dot = filepath.rfind('.');
+ auto count = last_dot == std::string::npos ? filepath.size() - last_slash : last_dot - last_slash;
+ m_name = filepath.substr(last_slash, count);
+ }
+
+ OpenGLShader::OpenGLShader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src)
+ : m_name(name)
+ {
+ std::unordered_map<uint32_t, std::string> sources;
+ sources[GL_VERTEX_SHADER] = vertex_src;
+ sources[GL_FRAGMENT_SHADER] = fragment_src;
+ compile(sources);
+ }
+
+ OpenGLShader::~OpenGLShader()
+ {
+ glDeleteProgram(m_renderer_id);
+ }
+
+ std::string OpenGLShader::read_file(const std::string& filepath)
+ {
+ std::string result;
+ std::ifstream in(filepath, std::ios::in | std::ios::binary);
+ if (in) {
+ in.seekg(0, std::ios::end);
+ size_t size = in.tellg();
+ if (size != -1) {
+ result.resize(size);
+ in.seekg(0, std::ios::beg);
+ in.read(&result[0], size);
+ }
+ }
+ return result;
+ }
+
+ std::unordered_map<uint32_t, std::string> OpenGLShader::pre_process(const std::string& source)
+ {
+ std::unordered_map<uint32_t, std::string> shader_sources;
+
+ const char* type_token = "#type";
+ size_t type_token_length = strlen(type_token);
+ size_t pos = source.find(type_token, 0);
+ while (pos != std::string::npos) {
+ size_t eol = source.find_first_of("\r\n", pos);
+ size_t begin = pos + type_token_length + 1;
+ std::string type = source.substr(begin, eol - begin);
+
+ size_t next_line_pos = source.find_first_not_of("\r\n", eol);
+ pos = source.find(type_token, next_line_pos);
+ shader_sources[ShaderTypeFromString(type)] = (pos == std::string::npos) ? source.substr(next_line_pos) :
+ source.substr(next_line_pos, pos - next_line_pos);
+ }
+
+ return shader_sources;
+ }
+
+ void OpenGLShader::compile(const std::unordered_map<uint32_t, std::string>& shader_sources)
+ {
+ uint32_t program = glCreateProgram();
+ std::vector<uint32_t> glShaderIDs(shader_sources.size());
+ for (auto& kv : shader_sources)
+ {
+ uint32_t type = kv.first;
+ const std::string& source = kv.second;
+
+ uint32_t shader = glCreateShader(type);
+ const char* source_c_str = source.c_str();
+ glShaderSource(shader, 1, &source_c_str, 0);
+ glCompileShader(shader);
+
+ int is_compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &is_compiled);
+ if (is_compiled == GL_FALSE)
+ {
+ int max_length = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &max_length);
+ std::vector<char> info_log(max_length);
+ glGetShaderInfoLog(shader, max_length, &max_length, &info_log[0]);
+ glDeleteShader(shader);
+ std::cout << "Shader compilation failure!" << std::endl << info_log.data() << std::endl;
+ return;
+ }
+ glAttachShader(program, shader);
+ glShaderIDs.push_back(shader);
+ }
+
+ m_renderer_id = program;
+ glLinkProgram(m_renderer_id);
+
+ int is_linked = 0;
+ glGetProgramiv(m_renderer_id, GL_LINK_STATUS, (int*)&is_linked);
+ if (is_linked == GL_FALSE)
+ {
+ int max_length = 0;
+ glGetProgramiv(m_renderer_id, GL_INFO_LOG_LENGTH, &max_length);
+ std::vector<char> info_log(max_length);
+ glGetProgramInfoLog(m_renderer_id, max_length, &max_length, &info_log[0]);
+ glDeleteProgram(m_renderer_id);
+ for (auto id : glShaderIDs)
+ glDeleteShader(id);
+ std::cout << "Shader link failure!" << std::endl << info_log.data() << std::endl;
+ return;
+ }
+
+ for (auto id : glShaderIDs)
+ {
+ glDetachShader(m_renderer_id, id);
+ glDeleteShader(id);
+ }
+ }
+
+ void OpenGLShader::bind() const
+ {
+ glUseProgram(m_renderer_id);
+ }
+
+ void OpenGLShader::unbind() const
+ {
+ glUseProgram(0);
+ }
+
+ void OpenGLShader::set_int(const std::string& name, int value)
+ {
+ upload_uniform_int(name, value);
+ }
+
+ void OpenGLShader::set_int_array(const std::string& name, int* values, uint32_t count)
+ {
+ upload_uniform_int_array(name, values, count);
+ }
+
+ void OpenGLShader::set_float(const std::string& name, float value)
+ {
+ upload_uniform_float(name, value);
+ }
+
+ void OpenGLShader::set_float3(const std::string& name, const glm::vec3& value)
+ {
+ upload_uniform_float3(name, value);
+ }
+
+ void OpenGLShader::set_float4(const std::string& name, const glm::vec4& value)
+ {
+ upload_uniform_float4(name, value);
+ }
+
+ void OpenGLShader::set_mat4(const std::string& name, const glm::mat4& value)
+ {
+ upload_uniform_mat4(name, value);
+ }
+
+ void OpenGLShader::upload_uniform_int(const std::string& name, int value)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniform1i(location, value);
+ }
+
+ void OpenGLShader::upload_uniform_int_array(const std::string& name, int* values, uint32_t count)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniform1iv(location, count, values);
+ }
+
+ void OpenGLShader::upload_uniform_float(const std::string& name, float value)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniform1f(location, value);
+ }
+
+ void OpenGLShader::upload_uniform_float2(const std::string& name, const glm::vec2& value)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniform2f(location, value.x, value.y);
+ }
+
+ void OpenGLShader::upload_uniform_float3(const std::string& name, const glm::vec3& value)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniform3f(location, value.x, value.y, value.z);
+ }
+
+ void OpenGLShader::upload_uniform_float4(const std::string& name, const glm::vec4& value)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniform4f(location, value.x, value.y, value.z, value.w);
+ }
+
+ void OpenGLShader::upload_uniform_mat3(const std::string& name, const glm::mat3& matrix)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
+ }
+
+ void OpenGLShader::upload_uniform_mat4(const std::string& name, const glm::mat4& matrix)
+ {
+ int location = glGetUniformLocation(m_renderer_id, name.c_str());
+ glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
+ }
+};