rename engine to src
This commit is contained in:
201
src/shader.cpp
Normal file
201
src/shader.cpp
Normal file
@@ -0,0 +1,201 @@
|
||||
#include "pch.h"
|
||||
#include "log.h"
|
||||
#include "shader.h"
|
||||
|
||||
using namespace ui;
|
||||
|
||||
std::map<kShader, Shader> ShaderManager::m_shaders;
|
||||
Shader* ShaderManager::m_current;
|
||||
|
||||
bool Shader::create(const char* vertex, const char* fragment)
|
||||
{
|
||||
GLint status;
|
||||
static char infolog[4096];
|
||||
int infolen;
|
||||
const GLchar* source;
|
||||
|
||||
auto vs = glCreateShader(GL_VERTEX_SHADER);
|
||||
if (!vs)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
source = vertex;
|
||||
glShaderSource(vs, 1, &source, nullptr);
|
||||
glCompileShader(vs);
|
||||
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
|
||||
if (infolen > 0)
|
||||
LOG("VERTEX SHADER:\n%s", infolog);
|
||||
if (status == 0)
|
||||
{
|
||||
glDeleteShader(vs);
|
||||
return false;
|
||||
}
|
||||
|
||||
auto fs = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
if (!fs)
|
||||
{
|
||||
glDeleteShader(vs);
|
||||
return false;
|
||||
}
|
||||
source = fragment;
|
||||
glShaderSource(fs, 1, &source, nullptr);
|
||||
glCompileShader(fs);
|
||||
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
|
||||
if (infolen > 0)
|
||||
LOG("FRAGMENT SHADER:\n%s", infolog);
|
||||
if (status == 0)
|
||||
{
|
||||
glDeleteShader(vs);
|
||||
glDeleteShader(fs);
|
||||
return false;
|
||||
}
|
||||
|
||||
auto ps = glCreateProgram();
|
||||
if (!ps)
|
||||
{
|
||||
glDeleteShader(vs);
|
||||
glDeleteShader(fs);
|
||||
return false;
|
||||
}
|
||||
glAttachShader(ps, vs);
|
||||
glAttachShader(ps, fs);
|
||||
glDeleteShader(vs);
|
||||
glDeleteShader(fs);
|
||||
|
||||
glLinkProgram(ps);
|
||||
if (glGetAttribLocation(ps, "pos") != -1)
|
||||
glBindAttribLocation(ps, 0, "pos");
|
||||
|
||||
if (glGetAttribLocation(ps, "uvs") != -1)
|
||||
glBindAttribLocation(ps, 1, "uvs");
|
||||
|
||||
if (glGetAttribLocation(ps, "uvs2") != -1)
|
||||
glBindAttribLocation(ps, 2, "uvs2");
|
||||
|
||||
if (glGetAttribLocation(ps, "col") != -1)
|
||||
glBindAttribLocation(ps, 3, "col");
|
||||
|
||||
glLinkProgram(ps);
|
||||
glGetProgramiv(ps, GL_LINK_STATUS, &status);
|
||||
glGetProgramInfoLog(ps, sizeof(infolog), &infolen, infolog);
|
||||
if (infolen > 0)
|
||||
LOG("LINK SHADER:\n%s", infolog);
|
||||
if (status == 0)
|
||||
{
|
||||
glDeleteProgram(ps);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Parse shader uniforms
|
||||
{
|
||||
GLint count;
|
||||
GLint size; // size of the variable
|
||||
GLenum type; // type of the variable (float, vec3 or mat4, etc)
|
||||
const GLsizei bufSize = 16; // maximum name length
|
||||
GLchar name[bufSize]; // variable name in GLSL
|
||||
GLsizei length; // name length
|
||||
glGetProgramiv(ps, GL_ACTIVE_UNIFORMS, &count);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
glGetActiveUniform(ps, (GLuint)i, bufSize, &length, &size, &type, name);
|
||||
m_umap[(kShaderUniform)const_hash(name)] = glGetUniformLocation(ps, name);
|
||||
//printf("Uniform #%d Type: %u Name: %s Loc: %d\n", i, type, name, glGetUniformLocation(ps, name));
|
||||
}
|
||||
}
|
||||
|
||||
prog = ps;
|
||||
|
||||
return true;
|
||||
}
|
||||
void Shader::use()
|
||||
{
|
||||
glUseProgram(prog);
|
||||
}
|
||||
void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
|
||||
{
|
||||
if (m_umap.count(id) == 0) LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
|
||||
else glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
|
||||
}
|
||||
|
||||
void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
|
||||
{
|
||||
if (m_umap.count(id) == 0) LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name)
|
||||
else glUniform2fv(m_umap[id], 1, glm::value_ptr(v));
|
||||
}
|
||||
|
||||
void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
|
||||
{
|
||||
if (m_umap.count(id) == 0) LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
|
||||
else glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
|
||||
}
|
||||
void Shader::u_int(kShaderUniform id, int i)
|
||||
{
|
||||
if (m_umap.count(id) == 0)
|
||||
LOG("UNIFORM int %d NOT FOUND in shader %d", (int)id, (int)name)
|
||||
else
|
||||
glUniform1i(m_umap[id], i);
|
||||
}
|
||||
void Shader::u_float(kShaderUniform id, float f)
|
||||
{
|
||||
if (m_umap.count(id) == 0) LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
|
||||
else glUniform1f(m_umap[id], f);
|
||||
}
|
||||
GLint ui::Shader::GetAttribLocation(const char* name)
|
||||
{
|
||||
return glGetAttribLocation(prog, name);
|
||||
}
|
||||
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
|
||||
{
|
||||
m_shaders[id].name = id;
|
||||
return m_shaders[id].create(vertex, fragment);
|
||||
}
|
||||
|
||||
void ShaderManager::use(kShader id)
|
||||
{
|
||||
m_current = &m_shaders[id];
|
||||
m_current->use();
|
||||
}
|
||||
|
||||
void ShaderManager::use(const char* name)
|
||||
{
|
||||
m_current = &m_shaders[(kShader)const_hash(name)];
|
||||
m_current->use();
|
||||
}
|
||||
|
||||
void ShaderManager::u_vec4(kShaderUniform id, const glm::vec4& v)
|
||||
{
|
||||
m_current->u_vec4(id, v);
|
||||
}
|
||||
|
||||
void ShaderManager::u_vec2(kShaderUniform id, const glm::vec2& v)
|
||||
{
|
||||
m_current->u_vec2(id, v);
|
||||
}
|
||||
|
||||
void ShaderManager::u_mat4(kShaderUniform id, const glm::mat4& m)
|
||||
{
|
||||
m_current->u_mat4(id, m);
|
||||
}
|
||||
|
||||
void ShaderManager::u_int(kShaderUniform id, int i)
|
||||
{
|
||||
m_current->u_int(id, i);
|
||||
}
|
||||
|
||||
Shader* ui::ShaderManager::get(kShader id)
|
||||
{
|
||||
auto it = m_shaders.find(id);
|
||||
return (it == m_shaders.end()) ? nullptr : &it->second;
|
||||
}
|
||||
|
||||
void ui::ShaderManager::u_float(kShaderUniform id, float f)
|
||||
{
|
||||
m_current->u_float(id, f);
|
||||
}
|
||||
|
||||
void ShaderManager::invalidate()
|
||||
{
|
||||
m_shaders.clear();
|
||||
}
|
||||
Reference in New Issue
Block a user