181 lines
6.4 KiB
C++

#pragma once
// Adapted from LearnOpenGL
// Must be the first include
#include "Gedeng/Logger.h"
#include <glad/glad.h>
// Other includes
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
namespace Gedeng {
class Shader {
private:
unsigned int load_shader(const char *path, GLuint type) {
std::string code;
std::ifstream file;
file.open(path);
std::stringstream shader_stream;
shader_stream << file.rdbuf();
file.close();
code = shader_stream.str();
const char *code_charptr = code.c_str();
unsigned int shader = glCreateShader(type);
glShaderSource(shader, 1, &code_charptr, NULL);
glCompileShader(shader);
checkCompileErrors(shader, "ANY");
return shader;
}
public:
unsigned int ID;
Shader() : ID(glCreateProgram()) {
}
Shader(const char *vertex_path, const char *fragment_path, const char *geometry_path = nullptr) : Shader() {
add_vertex_shader(vertex_path);
add_fragment_shader(fragment_path);
if (geometry_path) add_geometry_shader(geometry_path);
link();
}
void add_vertex_shader(const char *path) {
unsigned int shader = load_shader(path, GL_VERTEX_SHADER);
glAttachShader(ID, shader);
glDeleteShader(shader);
}
void add_fragment_shader(const char *path) {
unsigned int shader = load_shader(path, GL_FRAGMENT_SHADER);
glAttachShader(ID, shader);
glDeleteShader(shader);
}
void add_geometry_shader(const char *path) {
unsigned int shader = load_shader(path, GL_GEOMETRY_SHADER);
glAttachShader(ID, shader);
glDeleteShader(shader);
}
void add_tessellation_control_shader(const char *path) {
unsigned int shader = load_shader(path, GL_TESS_CONTROL_SHADER);
glAttachShader(ID, shader);
glDeleteShader(shader);
}
void add_tessellation_evaluation_shader(const char *path) {
unsigned int shader = load_shader(path, GL_TESS_EVALUATION_SHADER);
glAttachShader(ID, shader);
glDeleteShader(shader);
}
void add_transform_feedback(const char **varyings, size_t varying_count) {
for (size_t i = 0; i < varying_count; i++) { // TODO: Is this loop required?
glTransformFeedbackVaryings(ID, varying_count, varyings, GL_INTERLEAVED_ATTRIBS);
}
}
void link() {
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
}
// activate the shader
// ------------------------------------------------------------------------
void use() {
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const {
glUniform1i(getUniformLocation(name), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const {
glUniform1i(getUniformLocation(name), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const {
glUniform1f(getUniformLocation(name), value);
}
// ------------------------------------------------------------------------
void setVec2(const std::string &name, const glm::vec2 &value) const {
glUniform2fv(getUniformLocation(name), 1, &value[0]);
}
void setVec2(const std::string &name, float x, float y) const {
glUniform2f(getUniformLocation(name), x, y);
}
// ------------------------------------------------------------------------
void setVec3(const std::string &name, const glm::vec3 &value) const {
glUniform3fv(getUniformLocation(name), 1, &value[0]);
}
void setVec3(const std::string &name, float x, float y, float z) const {
glUniform3f(getUniformLocation(name), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(const std::string &name, const glm::vec4 &value) const {
glUniform4fv(getUniformLocation(name), 1, &value[0]);
}
void setVec4(const std::string &name, float x, float y, float z, float w) {
glUniform4f(getUniformLocation(name), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(const std::string &name, const glm::mat2 &mat) const {
glUniformMatrix2fv(getUniformLocation(name), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(const std::string &name, const glm::mat3 &mat) const {
glUniformMatrix3fv(getUniformLocation(name), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(const std::string &name, const glm::mat4 &mat) const {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, &mat[0][0]);
}
private:
GLint getUniformLocation(const std::string &name) const {
GLint location = glGetUniformLocation(ID, name.c_str());
if (location == -1) {
GG_CORE_ERROR("Invalid uniform location: " + name);
}
return location;
}
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type) {
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
} // namespace Gedeng