Files
maszyna/gl/shader.cpp
milek7 4566375faa work
2018-07-14 17:00:54 +02:00

164 lines
3.6 KiB
C++

#include "stdafx.h"
#include <fstream>
#include <sstream>
#include "shader.h"
#include "glsl_common.h"
inline bool strcend(std::string const &value, std::string const &ending)
{
if (ending.size() > value.size())
return false;
return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
}
std::string gl::shader::read_file(const std::string &filename)
{
std::stringstream stream;
std::ifstream f;
f.exceptions(std::ifstream::badbit);
f.open("shaders/" + filename);
stream << f.rdbuf();
f.close();
std::string str = stream.str();
return str;
}
void gl::shader::expand_includes(std::string &str)
{
size_t start_pos = 0;
std::string magic = "#include";
while ((start_pos = str.find(magic, start_pos)) != str.npos)
{
size_t fp = str.find('<', start_pos);
size_t fe = str.find('>', start_pos);
if (fp == str.npos || fe == str.npos)
return;
std::string filename = str.substr(fp + 1, fe - fp - 1);
std::string content;
if (filename != "common")
content = read_file(filename);
else
content = glsl_common;
str.replace(start_pos, fe - start_pos + 1, content);
}
}
gl::shader::shader(const std::string &filename)
{
std::string str = read_file(filename);
expand_includes(str);
const GLchar *cstr = str.c_str();
if (!cstr[0])
throw std::runtime_error("cannot read shader " + filename);
GLuint type;
if (strcend(filename, ".vert"))
type = GL_VERTEX_SHADER;
else if (strcend(filename, ".frag"))
type = GL_FRAGMENT_SHADER;
else
throw std::runtime_error("unknown shader " + filename);
**this = glCreateShader(type);
glShaderSource(*this, 1, &cstr, 0);
glCompileShader(*this);
GLint status;
glGetShaderiv(*this, GL_COMPILE_STATUS, &status);
if (!status)
{
GLchar info[512];
glGetShaderInfoLog(*this, 512, 0, info);
throw std::runtime_error("failed to compile " + filename + ": " + std::string(info));
}
}
gl::shader::~shader()
{
glDeleteShader(*this);
}
void gl::program::init()
{
bind();
int i = 0;
GLuint loc;
while (true)
{
std::string name = "tex" + std::to_string(i + 1);
loc = glGetUniformLocation(*this, name.c_str());
if (loc != -1)
glUniform1i(loc, i);
else
break;
i++;
}
glUniform1i(glGetUniformLocation(*this, "shadowmap"), 10); //m7t: do something better
GLuint index;
if ((index = glGetUniformBlockIndex(*this, "scene_ubo")) != GL_INVALID_INDEX)
glUniformBlockBinding(*this, 0, index);
if ((index = glGetUniformBlockIndex(*this, "model_ubo")) != GL_INVALID_INDEX)
glUniformBlockBinding(*this, 1, index);
if ((index = glGetUniformBlockIndex(*this, "light_ubo")) != GL_INVALID_INDEX)
glUniformBlockBinding(*this, 2, index);
}
gl::program::program()
{
**this = glCreateProgram();
}
gl::program::program(std::vector<std::reference_wrapper<const gl::shader>> shaders) : program()
{
for (const gl::shader &s : shaders)
attach(s);
link();
}
void gl::program::attach(const gl::shader &s)
{
glAttachShader(*this, *s);
}
void gl::program::link()
{
glLinkProgram(*this);
GLint status;
glGetProgramiv(*this, GL_LINK_STATUS, &status);
if (!status)
{
GLchar info[512];
glGetProgramInfoLog(*this, 512, 0, info);
throw std::runtime_error("failed to link program: " + std::string(info));
}
init();
}
gl::program::~program()
{
glDeleteProgram(*this);
}
void gl::program::bind(GLuint i)
{
glUseProgram(i);
}