Files
MosisService/src/main/cpp/shader.cpp
2025-12-30 15:17:18 +01:00

109 lines
2.9 KiB
C++

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