205 lines
5.8 KiB
C++

#include "Shader.hpp"
#include <exception>
#include <fstream>
#include <sstream>
#include <filesystem>
#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "coders/GLSLExtension.hpp"
#include "debug/Logger.hpp"
static debug::Logger logger("gl-shader");
namespace fs = std::filesystem;
GLSLExtension* Shader::preprocessor = new GLSLExtension();
Shader* Shader::used = nullptr;
Shader::Shader(uint id, Source&& vertexSource, Source&& fragmentSource)
: id(id),
vertexSource(std::move(vertexSource)),
fragmentSource(std::move(fragmentSource)) {}
Shader::~Shader() {
glDeleteProgram(id);
}
void Shader::use() {
used = this;
glUseProgram(id);
}
uint Shader::getUniformLocation(const std::string& name) {
auto found = uniformLocations.find(name);
if (found == uniformLocations.end()) {
uint location = glGetUniformLocation(id, name.c_str());
uniformLocations.try_emplace(name, location);
return location;
}
return found->second;
}
void Shader::uniformMatrix(const std::string& name, const glm::mat4& matrix) {
glUniformMatrix4fv(
getUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix)
);
}
void Shader::uniformMatrix(const std::string& name, const glm::mat3& matrix) {
glUniformMatrix3fv(
getUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix)
);
}
void Shader::uniform1i(const std::string& name, int x){
glUniform1i(getUniformLocation(name), x);
}
void Shader::uniform1f(const std::string& name, float x){
glUniform1f(getUniformLocation(name), x);
}
void Shader::uniform2f(const std::string& name, float x, float y){
glUniform2f(getUniformLocation(name), x, y);
}
void Shader::uniform2f(const std::string& name, const glm::vec2& xy){
glUniform2f(getUniformLocation(name), xy.x, xy.y);
}
void Shader::uniform2i(const std::string& name, const glm::ivec2& xy){
glUniform2i(getUniformLocation(name), xy.x, xy.y);
}
void Shader::uniform3f(const std::string& name, float x, float y, float z){
glUniform3f(getUniformLocation(name), x,y,z);
}
void Shader::uniform3f(const std::string& name, const glm::vec3& xyz){
glUniform3f(getUniformLocation(name), xyz.x, xyz.y, xyz.z);
}
void Shader::uniform4f(const std::string& name, const glm::vec4& xyzw) {
glUniform4f(getUniformLocation(name), xyzw.x, xyzw.y, xyzw.z, xyzw.w);
}
void Shader::uniform1v(const std::string& name, int length, const int* v) {
glUniform1iv(getUniformLocation(name), length, v);
}
void Shader::uniform1v(const std::string& name, int length, const float* v) {
glUniform1fv(getUniformLocation(name), length, v);
}
void Shader::uniform2v(const std::string& name, int length, const float* v) {
glUniform2fv(getUniformLocation(name), length, v);
}
void Shader::uniform3v(const std::string& name, int length, const float* v) {
glUniform3fv(getUniformLocation(name), length, v);
}
void Shader::uniform4v(const std::string& name, int length, const float* v) {
glUniform4fv(getUniformLocation(name), length, v);
}
static inline auto shader_deleter = [](GLuint* shader) {
glDeleteShader(*shader);
delete shader;
};
inline const uint GL_LOG_LEN = 512;
// shader should be deleted after shader program linking
using glshader = std::unique_ptr<GLuint, decltype(shader_deleter)>;
glshader compile_shader(GLenum type, const GLchar* source, const std::string& file) {
GLint success;
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar infoLog[GL_LOG_LEN];
glGetShaderInfoLog(shader, GL_LOG_LEN, nullptr, infoLog);
glDeleteShader(shader);
throw std::runtime_error(
"vertex shader compilation failed (" + file + "):\n" +
std::string(infoLog)
);
}
return glshader(new GLuint(shader), shader_deleter); //-V508
}
static GLuint compile_program(
const Shader::Source& vertexSource,
const Shader::Source& fragmentSource,
const std::vector<std::string>& defines
) {
auto& preprocessor = *Shader::preprocessor;
auto vertexCode = std::move(
preprocessor
.process(vertexSource.file, vertexSource.code, false, defines)
.code
);
auto fragmentCode = std::move(
preprocessor
.process(fragmentSource.file, fragmentSource.code, false, defines)
.code
);
const GLchar* vCode = vertexCode.c_str();
const GLchar* fCode = fragmentCode.c_str();
glshader vertex =
compile_shader(GL_VERTEX_SHADER, vCode, vertexSource.file);
glshader fragment =
compile_shader(GL_FRAGMENT_SHADER, fCode, fragmentSource.file);
// Shader Program
GLint success;
GLuint program = glCreateProgram();
glAttachShader(program, *vertex);
glAttachShader(program, *fragment);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
GLchar infoLog[GL_LOG_LEN];
glGetProgramInfoLog(program, GL_LOG_LEN, nullptr, infoLog);
throw std::runtime_error(
"shader program linking failed:\n" + std::string(infoLog)
);
}
return program;
}
void Shader::recompile(const std::vector<std::string>& defines) {
GLuint newProgram = compile_program(vertexSource, fragmentSource, defines);
glDeleteProgram(id);
id = newProgram;
uniformLocations.clear();
logger.info() << "shader " << id << " has been recompiled";
}
std::unique_ptr<Shader> Shader::create(
Source&& vertexSource, Source&& fragmentSource
) {
return std::make_unique<Shader>(
compile_program(vertexSource, fragmentSource, {}),
std::move(vertexSource),
std::move(fragmentSource)
);
}
Shader& Shader::getUsed() {
return *used;
}