Files
fall-fever/src/ShaderProgram_.cpp
2022-10-22 22:05:24 +02:00

163 lines
4.5 KiB
C++

#include "ShaderProgram.h"
#include "util/Log.h"
#include <fmt/format.h>
#include <fstream>
#include <glm/gtc/type_ptr.hpp>
ShaderProgram::ShaderProgram(Prototype prototype) : m_shaderProgramId(glCreateProgram())
{
std::string vertexShaderSource = parse(prototype.vertexPath);
std::string fragmentShaderSource = parse(prototype.fragmentPath);
GLuint vertexShader = compile(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fragmentShader = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
glAttachShader(m_shaderProgramId, vertexShader);
glAttachShader(m_shaderProgramId, fragmentShader);
glLinkProgram(m_shaderProgramId);
GLint isLinked = 0;
glGetProgramiv(m_shaderProgramId, GL_LINK_STATUS, &isLinked);
if (isLinked == 0) {
Log::logger().warn(R"(Failed to link shaderProgram "{}", "{}")",
prototype.vertexPath,
prototype.fragmentPath);
}
#ifdef NDEBUG
glDetachShader(m_shaderProgramId, vertexShader);
glDetachShader(m_shaderProgramId, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
#endif
Log::logger().trace(R"(Loaded shaderprogram "{}".)", prototype.name);
}
ShaderProgram::~ShaderProgram()
{
glDeleteProgram(m_shaderProgramId);
}
void ShaderProgram::bind() const
{
glUseProgram(m_shaderProgramId);
}
void ShaderProgram::unbind()
{
glUseProgram(0);
}
auto ShaderProgram::parse(const std::filesystem::path &path) -> std::string
{
std::fstream file;
file.open(path, std::ios::in);
if (!file.is_open()) {
Log::logger().critical(R"(Shader "{}" not found!)", path.string());
std::terminate();
}
return {(std::istreambuf_iterator<char>(file)), (std::istreambuf_iterator<char>())};
}
auto ShaderProgram::compile(const std::string &shaderSource, GLenum type) -> GLuint
{
GLuint shaderId = glCreateShader(type);
const char *src = shaderSource.c_str();
glShaderSource(shaderId, 1, &src, nullptr);
glCompileShader(shaderId);
int result{};
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &result);
if (result != GL_TRUE) {
int length{};
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &length);
std::string message;
message.reserve(static_cast<unsigned>(length));
glGetShaderInfoLog(shaderId, length, &length, message.data());
Log::logger().error("Shader compilation failed: {}", message);
return 0;
}
return shaderId;
}
auto ShaderProgram::retrieveUniformLocation(std::string_view uniform_name) const -> GLint
{
if (m_uniformLocationCache.find(uniform_name.data()) != m_uniformLocationCache.end()) {
return m_uniformLocationCache[uniform_name.data()];
}
GLint location = glGetUniformLocation(m_shaderProgramId, uniform_name.data());
if (location != -1) {
m_uniformLocationCache[uniform_name.data()] = location;
} else {
Log::logger().warn(R"(Uniform "{}" not found.)", uniform_name);
}
return location;
}
void ShaderProgram::set_uniform(const std::string &name, bool value) const
{
GLint location = retrieveUniformLocation(name);
glUniform1i(location, (int)value);
}
void ShaderProgram::set_uniform(const std::string &name, int value) const
{
GLint location = retrieveUniformLocation(name);
glUniform1i(location, value);
}
void ShaderProgram::set_uniform(const std::string &name, unsigned int value) const
{
GLint location = retrieveUniformLocation(name);
glUniform1ui(location, value);
}
void ShaderProgram::set_uniform(const std::string &name, float value) const
{
GLint location = retrieveUniformLocation(name);
glUniform1f(location, value);
}
void ShaderProgram::set_uniform(const std::string &name, glm::vec2 vector) const
{
GLint location = retrieveUniformLocation(name);
glUniform2f(location, vector.x, vector.y);
}
void ShaderProgram::set_uniform(const std::string &name, glm::vec3 vector) const
{
GLint location = retrieveUniformLocation(name);
glUniform3f(location, vector.x, vector.y, vector.z);
}
void ShaderProgram::set_uniform(const std::string &name, glm::mat3 matrix) const
{
GLint location = retrieveUniformLocation(name);
glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
}
void ShaderProgram::set_uniform(const std::string &name, glm::mat4 matrix) const
{
GLint location = retrieveUniformLocation(name);
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
}
auto ShaderProgram::getShaderProgramId() const -> GLuint
{
return m_shaderProgramId;
}