diff options
| author | hachem <im@hachem.wtf> | 2025-08-12 18:12:37 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2025-08-12 18:12:37 +0200 |
| commit | 50cdd344a3ed87c75a67739e2ffd34762e9b0895 (patch) | |
| tree | 2a4a107e92687236c6676296281b89e14f8eac01 /src/platform/opengl/opengl_shader.cpp | |
| parent | dbe642e5e26cf2bd99218f727157b58c7fed286e (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.cpp | 224 |
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)); + } +}; |
