2020-09-29 13:47:50 +02:00
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#include "./shader.hpp"
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2021-10-17 16:40:18 +02:00
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#ifdef MM_OPENGL_3_GLES
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#include <GLES3/gl3.h>
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#else
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#include <glad/glad.h>
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#endif
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2020-09-29 13:47:50 +02:00
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#include <mm/services/filesystem.hpp>
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#include <mm/logger.hpp>
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#define LOG_CRIT(...) __LOG_CRIT( "OpenGL", __VA_ARGS__)
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#define LOG_ERROR(...) __LOG_ERROR("OpenGL", __VA_ARGS__)
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#define LOG_WARN(...) __LOG_WARN( "OpenGL", __VA_ARGS__)
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#define LOG_INFO(...) __LOG_INFO( "OpenGL", __VA_ARGS__)
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#define LOG_DEBUG(...) __LOG_DEBUG("OpenGL", __VA_ARGS__)
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#define LOG_TRACE(...) __LOG_TRACE("OpenGL", __VA_ARGS__)
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namespace MM::OpenGL {
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Shader::Shader(uint32_t rendererID) : _rendererID(rendererID) {
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}
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Shader::~Shader(void) {
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glDeleteProgram(_rendererID);
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}
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void Shader::bind(void) const {
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glUseProgram(_rendererID);
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}
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void Shader::unbind(void) const {
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glUseProgram(0);
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}
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void Shader::setUniform1i(const std::string& name, int32_t v0) {
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glUniform1i(getUniformLocation(name), v0);
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}
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void Shader::setUniform1ui(const std::string& name, uint32_t v0) {
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glUniform1ui(getUniformLocation(name), v0);
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}
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void Shader::setUniform2ui(const std::string& name, uint32_t v0, uint32_t v1) {
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glUniform2ui(getUniformLocation(name), v0, v1);
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}
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void Shader::setUniform1f(const std::string& name, float v0) {
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glUniform1f(getUniformLocation(name), v0);
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}
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void Shader::setUniform3f(const std::string& name, float v0, float v1, float v2) {
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glUniform3f(getUniformLocation(name), v0, v1, v2);
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}
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void Shader::setUniform3f(const std::string& name, const glm::vec3& vec) {
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setUniform3f(name, vec.x, vec.y, vec.z);
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}
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void Shader::setUniform4f(const std::string& name, float v0, float v1, float v2, float v3) {
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glUniform4f(getUniformLocation(name), v0, v1, v2, v3);
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}
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void Shader::setUniform4f(const std::string& name, const glm::vec4& vec) {
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setUniform4f(name, vec.x, vec.y, vec.z, vec.w);
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}
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void Shader::setUniformMat4f(const std::string& name, const glm::mat4& matrix) {
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, &matrix[0][0]);
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}
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void Shader::setUniform2f(const std::string& name, float v0, float v1) {
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glUniform2f(getUniformLocation(name), v0, v1);
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}
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void Shader::setUniform2f(const std::string& name, const glm::vec2& vec) {
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glUniform2f(getUniformLocation(name), vec.x, vec.y);
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}
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void Shader::setUniformMat3f(const std::string& name, const glm::mat3& matrix) {
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glUniformMatrix3fv(getUniformLocation(name), 1, GL_FALSE, &matrix[0][0]);
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}
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std::string Shader::parse(Engine& engine, const std::string& filePath) {
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auto& fs = engine.getService<MM::Services::FilesystemService>();
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auto handle = fs.open(filePath.c_str());
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if (!handle) {
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// TODO: log error
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return "";
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}
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std::string file;
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fs.readString(handle, file);
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fs.close(handle);
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return file;
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}
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uint32_t Shader::compile(uint32_t type, const std::string& source) {
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uint32_t id = glCreateShader(type);
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const char* src = source.c_str();
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glShaderSource(id, 1, &src, nullptr);
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glCompileShader(id);
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int32_t res;
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glGetShaderiv(id, GL_COMPILE_STATUS, &res);
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if (res == GL_FALSE) {
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int length;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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char* msg = (char*) alloca(length * sizeof(char));
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glGetShaderInfoLog(id, length, &length, msg);
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2020-10-01 23:01:45 +02:00
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LOG_ERROR("failed to compile {} Shader: {}\n source: {}", type == GL_VERTEX_SHADER ? "vertex" : "fragment", msg, source);
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2020-09-29 13:47:50 +02:00
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return 0;
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}
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return id;
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}
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std::shared_ptr<Shader> Shader::createF(Engine& engine, const char* vertexShaderPath, const char* fragmentShaderPath) {
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std::string vs = parse(engine, vertexShaderPath);
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std::string fs = parse(engine, fragmentShaderPath);
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return create(vs, fs);
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}
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std::shared_ptr<Shader> Shader::create(const std::string& vertexShader, const std::string& fragmentShader) {
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uint32_t vs = compile(GL_VERTEX_SHADER, vertexShader);
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if (vs == 0) {
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return nullptr;
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}
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uint32_t fs = compile(GL_FRAGMENT_SHADER, fragmentShader);
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if (fs == 0) {
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glDeleteShader(vs);
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return nullptr;
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}
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uint32_t program = glCreateProgram();
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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glDeleteShader(vs);
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glDeleteShader(fs);
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GLint isLinked = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
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if (isLinked == GL_FALSE) {
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GLint maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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// The maxLength includes the NULL character
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std::vector<GLchar> infoLog(maxLength);
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glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
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LOG_ERROR("Linking Shader Programs: {}", &infoLog[0]);
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// The program is useless now. So delete it.
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glDeleteProgram(program);
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return nullptr;
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}
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glValidateProgram(program);
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GLint isValid = 0;
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glGetProgramiv(program, GL_VALIDATE_STATUS, &isValid);
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if (isValid == GL_FALSE) {
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GLint maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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// The maxLength includes the NULL character
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std::vector<GLchar> infoLog(maxLength);
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glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
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LOG_ERROR("Validating Shader Programs: {}", &infoLog[0]);
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// The program is useless now. So delete it.
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glDeleteProgram(program);
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return nullptr;
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}
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//todo: make some check if linking and validating actually worked
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return std::shared_ptr<Shader>(new Shader(program));
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}
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int32_t Shader::getUniformLocation(const std::string& name) {
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if (_uniformLocationCache.find(name) != _uniformLocationCache.end()) {
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return _uniformLocationCache[name];
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}
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int32_t location = glGetUniformLocation(_rendererID, name.c_str());
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if (location == -1) {
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LOG_WARN("uniform '{}' doesn't exist! (hint: the compiler removes unused variables)", name);
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}
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_uniformLocationCache[name] = location;
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return location;
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}
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int32_t Shader::getAttribLocation(const std::string& name) {
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int32_t location = glGetAttribLocation(_rendererID, name.c_str());
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if (location == -1) {
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LOG_WARN("attrib '{}' doesn't exist! (hint: the compiler removes unused variables)", name);
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}
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return location;
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}
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} // MM::OpenGL
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