#include "Shader.hpp" #include #include #include #include #include #include #include #include #include "coders/GLSLExtension.hpp" namespace fs = std::filesystem; GLSLExtension* Shader::preprocessor = new GLSLExtension(); Shader* Shader::used = nullptr; Shader::Shader(uint id) : id(id){ } 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::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); } 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; 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 } std::unique_ptr Shader::create( const std::string& vertexFile, const std::string& fragmentFile, const std::string& vertexCode, const std::string& fragmentCode ) { const GLchar* vCode = vertexCode.c_str(); const GLchar* fCode = fragmentCode.c_str(); glshader vertex = compile_shader(GL_VERTEX_SHADER, vCode, vertexFile); glshader fragment = compile_shader(GL_FRAGMENT_SHADER, fCode, fragmentFile); // Shader Program GLint success; GLuint id = glCreateProgram(); glAttachShader(id, *vertex); glAttachShader(id, *fragment); glLinkProgram(id); glGetProgramiv(id, GL_LINK_STATUS, &success); if (!success){ GLchar infoLog[GL_LOG_LEN]; glGetProgramInfoLog(id, GL_LOG_LEN, nullptr, infoLog); throw std::runtime_error( "shader program linking failed:\n"+std::string(infoLog) ); } return std::make_unique(id); } Shader& Shader::getUsed() { return *used; }