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