diff options
Diffstat (limited to 'src/Platform/OpenGL/OpenGLShader.cpp')
| -rw-r--r-- | src/Platform/OpenGL/OpenGLShader.cpp | 224 |
1 files changed, 224 insertions, 0 deletions
diff --git a/src/Platform/OpenGL/OpenGLShader.cpp b/src/Platform/OpenGL/OpenGLShader.cpp new file mode 100644 index 0000000..bb75f3d --- /dev/null +++ b/src/Platform/OpenGL/OpenGLShader.cpp @@ -0,0 +1,224 @@ +#include "OpenGLShader.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 = ReadFile(filepath); + auto shaderSources = PreProcess(source); + Compile(shaderSources); + + auto lastSlash = filepath.find_last_of("/\\"); + lastSlash = lastSlash == std::string::npos ? 0 : lastSlash + 1; + auto lastDot = filepath.rfind('.'); + auto count = lastDot == std::string::npos ? filepath.size() - lastSlash : lastDot - lastSlash; + m_Name = filepath.substr(lastSlash, count); + } + + OpenGLShader::OpenGLShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc) + : m_Name(name) + { + std::unordered_map<uint32_t, std::string> sources; + sources[GL_VERTEX_SHADER] = vertexSrc; + sources[GL_FRAGMENT_SHADER] = fragmentSrc; + Compile(sources); + } + + OpenGLShader::~OpenGLShader() + { + glDeleteProgram(m_RendererID); + } + + std::string OpenGLShader::ReadFile(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::PreProcess(const std::string& source) + { + std::unordered_map<uint32_t, std::string> shaderSources; + + const char* typeToken = "#type"; + size_t typeTokenLength = strlen(typeToken); + size_t pos = source.find(typeToken, 0); + while (pos != std::string::npos) { + size_t eol = source.find_first_of("\r\n", pos); + size_t begin = pos + typeTokenLength + 1; + std::string type = source.substr(begin, eol - begin); + + size_t nextLinePos = source.find_first_not_of("\r\n", eol); + pos = source.find(typeToken, nextLinePos); + shaderSources[ShaderTypeFromString(type)] = (pos == std::string::npos) ? source.substr(nextLinePos) : + source.substr(nextLinePos, pos - nextLinePos); + } + + return shaderSources; + } + + void OpenGLShader::Compile(const std::unordered_map<uint32_t, std::string>& shaderSources) + { + uint32_t program = glCreateProgram(); + std::vector<uint32_t> glShaderIDs(shaderSources.size()); + for (auto& kv : shaderSources) + { + uint32_t type = kv.first; + const std::string& source = kv.second; + + uint32_t shader = glCreateShader(type); + const char* sourceCStr = source.c_str(); + glShaderSource(shader, 1, &sourceCStr, 0); + glCompileShader(shader); + + int isCompiled = 0; + glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); + if (isCompiled == GL_FALSE) + { + int maxLength = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + std::vector<char> infoLog(maxLength); + glGetShaderInfoLog(shader, maxLength, &maxLength, &infoLog[0]); + glDeleteShader(shader); + std::cout << "Shader compilation failure!" << std::endl << infoLog.data() << std::endl; + return; + } + glAttachShader(program, shader); + glShaderIDs.push_back(shader); + } + + m_RendererID = program; + glLinkProgram(m_RendererID); + + int isLinked = 0; + glGetProgramiv(m_RendererID, GL_LINK_STATUS, (int*)&isLinked); + if (isLinked == GL_FALSE) + { + int maxLength = 0; + glGetProgramiv(m_RendererID, GL_INFO_LOG_LENGTH, &maxLength); + std::vector<char> infoLog(maxLength); + glGetProgramInfoLog(m_RendererID, maxLength, &maxLength, &infoLog[0]); + glDeleteProgram(m_RendererID); + for (auto id : glShaderIDs) + glDeleteShader(id); + std::cout << "Shader link failure!" << std::endl << infoLog.data() << std::endl; + return; + } + + for (auto id : glShaderIDs) + { + glDetachShader(m_RendererID, id); + glDeleteShader(id); + } + } + + void OpenGLShader::Bind() const + { + glUseProgram(m_RendererID); + } + + void OpenGLShader::Unbind() const + { + glUseProgram(0); + } + + void OpenGLShader::SetInt(const std::string& name, int value) + { + UploadUniformInt(name, value); + } + + void OpenGLShader::SetIntArray(const std::string& name, int* values, uint32_t count) + { + UploadUniformIntArray(name, values, count); + } + + void OpenGLShader::SetFloat(const std::string& name, float value) + { + UploadUniformFloat(name, value); + } + + void OpenGLShader::SetFloat3(const std::string& name, const glm::vec3& value) + { + UploadUniformFloat3(name, value); + } + + void OpenGLShader::SetFloat4(const std::string& name, const glm::vec4& value) + { + UploadUniformFloat4(name, value); + } + + void OpenGLShader::SetMat4(const std::string& name, const glm::mat4& value) + { + UploadUniformMat4(name, value); + } + + void OpenGLShader::UploadUniformInt(const std::string& name, int value) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniform1i(location, value); + } + + void OpenGLShader::UploadUniformIntArray(const std::string& name, int* values, uint32_t count) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniform1iv(location, count, values); + } + + void OpenGLShader::UploadUniformFloat(const std::string& name, float value) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniform1f(location, value); + } + + void OpenGLShader::UploadUniformFloat2(const std::string& name, const glm::vec2& value) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniform2f(location, value.x, value.y); + } + + void OpenGLShader::UploadUniformFloat3(const std::string& name, const glm::vec3& value) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniform3f(location, value.x, value.y, value.z); + } + + void OpenGLShader::UploadUniformFloat4(const std::string& name, const glm::vec4& value) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniform4f(location, value.x, value.y, value.z, value.w); + } + + void OpenGLShader::UploadUniformMat3(const std::string& name, const glm::mat3& matrix) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(matrix)); + } + + void OpenGLShader::UploadUniformMat4(const std::string& name, const glm::mat4& matrix) + { + int location = glGetUniformLocation(m_RendererID, name.c_str()); + glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix)); + } +}; |
