Inferno Game Engine
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#include <vector> // std::vector
#include "glad/glad.h"
#include "glm/gtc/type_ptr.hpp" // glm::value_ptr
#include "inferno/assert.h"
#include "inferno/core.h"
#include "inferno/io/file.h"
#include "inferno/io/log.h"
#include "inferno/render/shader.h"
namespace Inferno {
Shader::Shader(const std::string& name)
: m_id(0)
{
// Get file contents
std::string vertexSrc = File::read(name + ".vert");
std::string fragmentSrc = File::read(name + ".frag");
// Compile shaders
uint32_t vertexID = compileShader(GL_VERTEX_SHADER, vertexSrc.c_str());
uint32_t fragmentID = compileShader(GL_FRAGMENT_SHADER, fragmentSrc.c_str());
// Link shaders
if (vertexID > 0 && fragmentID > 0) {
m_id = linkShader(vertexID, fragmentID);
}
// Clear resources
else if (vertexID > 0) glDeleteShader(vertexID);
else if (fragmentID > 0) glDeleteShader(fragmentID);
}
Shader::~Shader()
{
if (m_id > 0) {
glDeleteProgram(m_id);
m_id = 0;
}
}
int32_t Shader::findUniform(const std::string& name) const
{
int32_t location = glGetUniformLocation(m_id, name.c_str());
ASSERT(location != -1, "Shader could not find uniform '{}'", name.c_str());
return location;
}
void Shader::setInt(const std::string& name, int value)
{
// Set unifrom int
glUniform1i(findUniform(name), value);
}
void Shader::setInt(const std::string& name, int* values, uint32_t count)
{
// Set unifrom int array
glUniform1iv(findUniform(name), count, values);
}
void Shader::setFloat(const std::string& name, float value) const
{
// Set uniform float
glUniform1f(findUniform(name), value);
}
void Shader::setFloat(const std::string& name, float v1, float v2, float v3, float v4) const
{
// Set uniform vec4 data
glUniform4f(findUniform(name), v1, v2, v3, v4);
}
void Shader::setFloat(const std::string& name, glm::vec2 value) const
{
// Set uniform vec2 data
glUniform2f(findUniform(name), value.x, value.y);
}
void Shader::setFloat(const std::string& name, glm::vec3 value) const
{
// Set uniform vec3 data
glUniform3f(findUniform(name), value.x, value.y, value.z);
}
void Shader::setFloat(const std::string& name, glm::vec4 value) const
{
// Set uniform vec4 data
glUniform4f(findUniform(name), value.x, value.y, value.z, value.w);
}
void Shader::setFloat(const std::string& name, glm::mat3 matrix) const
{
// Set uniform mat3 data
glUniformMatrix3fv(findUniform(name), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::setFloat(const std::string& name, glm::mat4 matrix) const
{
// Set uniform mat4 data
glUniformMatrix4fv(findUniform(name), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::bind() const
{
glUseProgram(m_id);
}
void Shader::unbind() const
{
glUseProgram(0);
}
uint32_t Shader::compileShader(int32_t type, const char* source) const
{
// Create new shader
uint32_t shader = 0;
shader = glCreateShader(type);
// Attach shader source to shader object
glShaderSource(shader, 1, &source, nullptr);
// Compile shader
glCompileShader(shader);
// Check compilation status
if (checkStatus(shader) == GL_TRUE) {
return shader;
}
// On fail
glDeleteShader(shader);
return 0;
}
uint32_t Shader::linkShader(uint32_t vertex, uint32_t fragment) const
{
// Create new shader program
uint32_t shaderProgram = 0;
shaderProgram = glCreateProgram();
// Attach both shaders to the shader program
glAttachShader(shaderProgram, vertex);
glAttachShader(shaderProgram, fragment);
// Setup vertex attributes
glBindAttribLocation(shaderProgram, 0, "a_position");
// Link the shaders
glLinkProgram(shaderProgram);
// Clear resources
glDeleteShader(vertex);
glDeleteShader(fragment);
// Check linking status
if (checkStatus(shaderProgram, true) == GL_TRUE) {
return shaderProgram;
}
// On fail
glDeleteProgram(shaderProgram);
return 0;
}
int32_t Shader::checkStatus(uint32_t check, bool isProgram) const
{
int32_t success;
int32_t maxLength = 0;
std::vector<char> infoLog;
// Get the compilation/linking status
!isProgram
? glGetShaderiv(check, GL_COMPILE_STATUS, &success)
: glGetProgramiv(check, GL_LINK_STATUS, &success);
if (success != GL_TRUE) {
// Get max length of the log including \0 terminator
!isProgram
? glGetShaderiv(check, GL_INFO_LOG_LENGTH, &maxLength)
: glGetProgramiv(check, GL_INFO_LOG_LENGTH, &maxLength);
// Reserve data for the log
infoLog.reserve(maxLength);
// Retrieve the error message
!isProgram
? glGetShaderInfoLog(check, maxLength, nullptr, &infoLog[0])
: glGetProgramInfoLog(check, maxLength, nullptr, &infoLog[0]);
warn() << "Shader " << infoLog.data();
}
ASSERT(success == GL_TRUE, "Shader program creation failed!");
return success;
}
// -----------------------------------------
ShaderManager* ShaderManager::s_instance = nullptr;
void ShaderManager::initialize()
{
ASSERT(!s_instance, "ShaderManager already exists!");
s_instance = this;
info() << "ShaderManager initialized";
}
void ShaderManager::destroy()
{
delete s_instance;
s_instance = nullptr;
}
void ShaderManager::add(const std::string& name, const std::shared_ptr<Shader>& shader)
{
// Construct (key, value) pair and insert it into the unordered_map
m_shaderList.emplace(name, shader);
}
std::shared_ptr<Shader> ShaderManager::load(const std::string& name)
{
if (exists(name)) {
return get(name);
}
std::shared_ptr<Shader> shader = std::make_shared<Shader>(name);
add(name, shader);
return get(name);
}
std::shared_ptr<Shader> ShaderManager::load(const std::string& vertexSource,
const std::string& fragmentSource)
{
std::string name = computeName(vertexSource, fragmentSource);
return load(name);
}
std::shared_ptr<Shader> ShaderManager::get(const std::string& name)
{
return exists(name) ? m_shaderList.at(name) : nullptr;
}
bool ShaderManager::exists(const std::string& name)
{
return m_shaderList.find(name) != m_shaderList.end();
}
void ShaderManager::remove(const std::string& name)
{
if (exists(name)) {
m_shaderList.erase(name);
}
}
void ShaderManager::remove(const std::shared_ptr<Shader>& shader)
{
if (exists(shader->name())) {
m_shaderList.erase(shader->name());
}
}
std::string ShaderManager::computeName(const std::string& vertexSource,
const std::string& fragmentSource)
{
auto vertexPos = vertexSource.find_last_of('.');
auto fragmentPos = fragmentSource.find_last_of('.');
ASSERT(vertexPos != std::string::npos, "Shader did not have file extension: '{}'", vertexSource);
ASSERT(fragmentPos != std::string::npos, "Shader did not have file extension: '{}'", fragmentSource);
auto vertexName = vertexSource.substr(0, vertexPos);
auto fragmentName = vertexSource.substr(0, fragmentPos);
ASSERT(vertexName == fragmentName, "Shader names did not match: {} {}", vertexSource, fragmentSource);
return vertexName;
}
}