refactor into files
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108
src/main/cpp/shader.cpp
Normal file
108
src/main/cpp/shader.cpp
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#include "shader.h"
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#include <vector>
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#include <format>
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#include "assets_manager.h"
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#include "logger.h"
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void Shader::destroy()
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{
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if (m_program != 0)
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{
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glDeleteProgram(m_program);
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}
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}
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bool Shader::load(const std::string &vertexFilename, const std::string &fragmentFilename)
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{
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// Read source from assets
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std::vector<uint8_t> vsSourceRaw = AssetsManager::ReadAll(vertexFilename);
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std::vector<uint8_t> fsSourceRaw = AssetsManager::ReadAll(fragmentFilename);
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if (vsSourceRaw.empty() || fsSourceRaw.empty())
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{
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Logger::Log("Failed to read shader files from assets");
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return false;
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}
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// Null-terminate the source strings
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std::string vsSource(vsSourceRaw.begin(), vsSourceRaw.end());
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std::string fsSource(fsSourceRaw.begin(), fsSourceRaw.end());
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GLuint vertexShader = compile(GL_VERTEX_SHADER, vsSource.c_str());
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if (!vertexShader) return false;
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GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fsSource.c_str());
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if (!fragmentShader)
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{
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glDeleteShader(vertexShader);
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return false;
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}
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m_program = glCreateProgram();
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glAttachShader(m_program, vertexShader);
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glAttachShader(m_program, fragmentShader);
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glLinkProgram(m_program);
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// Check for link errors
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GLint linked;
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glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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GLint infoLen = 0;
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glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1)
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{
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std::vector<char> infoLog(infoLen);
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glGetProgramInfoLog(m_program, infoLen, nullptr, infoLog.data());
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Logger::Log(std::format("Error linking program: {}", infoLog.data()));
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}
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glDeleteProgram(m_program);
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m_program = 0;
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}
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// Shaders can be deleted after linking
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return (m_program != 0);
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}
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void Shader::use() const
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{
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if (m_program) glUseProgram(m_program);
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}
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GLint Shader::getUniformLocation(const char *name) const
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{
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return glGetUniformLocation(m_program, name);
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}
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GLint Shader::getAttribLocation(const char *name) const
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{
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return glGetAttribLocation(m_program, name);
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}
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GLuint Shader::compile(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint compiled;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1)
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{
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std::vector<char> infoLog(infoLen);
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glGetShaderInfoLog(shader, infoLen, nullptr, infoLog.data());
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Logger::Log(std::format("Error compiling shader type {}: {}",
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type, infoLog.data()));
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}
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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