Files
maszyna/shader.cpp
2017-08-02 23:26:40 +02:00

220 lines
5.1 KiB
C++

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "stdafx.h"
#include "shader.h"
#include "Float3d.h"
#include "Logs.h"
#include "openglmatrixstack.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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());
}
gl_shader::gl_shader(std::string filename)
{
WriteLog("loading shader " + filename + " ..", false);
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();
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);
id = glCreateShader(type);
glShaderSource(id, 1, &cstr, 0);
glCompileShader(id);
GLint status;
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
if (!status)
{
GLchar info[512];
glGetShaderInfoLog(id, 512, 0, info);
throw std::runtime_error("failed to compile " + filename + ": " + std::string(info));
}
WriteLog("done.");
}
gl_shader::operator GLuint()
{
return id;
}
gl_shader::~gl_shader()
{
//glDeleteShader(*this); //m7todo: something is broken
}
gl_program::gl_program(std::vector<gl_shader> shaders)
{
id = glCreateProgram();
for (auto s : shaders)
glAttachShader(id, s);
glLinkProgram(id);
GLint status;
glGetProgramiv(id, GL_LINK_STATUS, &status);
if (!status)
{
GLchar info[512];
glGetProgramInfoLog(id, 512, 0, info);
throw std::runtime_error("failed to link program: " + std::string(info));
}
}
gl_program* gl_program::current_program = nullptr;
gl_program* gl_program::last_program = nullptr;
void gl_program::bind()
{
if (current_program == this)
return;
last_program = current_program;
current_program = this;
glUseProgram(*current_program);
}
void gl_program::bind_last()
{
current_program = last_program;
if (current_program != nullptr)
glUseProgram(*current_program);
else
glUseProgram(0);
}
void gl_program::unbind()
{
last_program = current_program;
current_program = nullptr;
glUseProgram(0);
}
gl_program::operator GLuint()
{
return id;
}
gl_program::~gl_program()
{
//glDeleteProgram(*this); //m7todo: something is broken
}
gl_program_mvp::gl_program_mvp(std::vector<gl_shader> v) : gl_program(v)
{
mv_uniform = glGetUniformLocation(id, "modelview");
mvn_uniform = glGetUniformLocation(id, "modelviewnormal");
p_uniform = glGetUniformLocation(id, "projection");
}
void gl_program_mvp::copy_gl_mvp()
{
set_mv(OpenGLMatrices.data(GL_MODELVIEW));
set_p(OpenGLMatrices.data(GL_PROJECTION));
}
void gl_program_mvp::set_mv(const glm::mat4 &m)
{
if (mvn_uniform != -1)
{
glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(m)));
glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
}
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(m));
}
void gl_program_mvp::set_p(const glm::mat4 &m)
{
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(m));
}
gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
{
bind();
glUniform1i(glGetUniformLocation(id, "tex"), 0);
glUniform1i(glGetUniformLocation(id, "shadowmap"), 1);
lightview_uniform = glGetUniformLocation(id, "lightview");
emission_uniform = glGetUniformLocation(id, "emission");
specular_uniform = glGetUniformLocation(id, "specular");
}
void gl_program_light::bind_ubodata(GLuint point)
{
GLuint index = glGetUniformBlockIndex(*this, "ubodata");
glUniformBlockBinding(*this, index, point);
}
void gl_program_light::set_lightview(const glm::mat4 &lightview)
{
if (current_program != this)
return;
glUniformMatrix4fv(lightview_uniform, 1, GL_FALSE, glm::value_ptr(lightview));
}
void gl_program_light::set_material(float specular, const glm::vec3 &emission)
{
if (current_program != this)
return;
glUniform1f(specular_uniform, specular);
glUniform3fv(emission_uniform, 1, glm::value_ptr(emission));
}
template<typename T>
GLuint gl_ubo<T>::binding_point_cnt = 0;
template<typename T>
void gl_ubo<T>::init()
{
glGenBuffers(1, &buffer_id);
glBindBuffer(GL_UNIFORM_BUFFER, buffer_id);
glBufferData(GL_UNIFORM_BUFFER, sizeof(T), nullptr, GL_DYNAMIC_DRAW);
binding_point = binding_point_cnt++;
glBindBufferBase(GL_UNIFORM_BUFFER, binding_point, buffer_id);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
template<typename T>
void gl_ubo<T>::update()
{
glBindBuffer(GL_UNIFORM_BUFFER, buffer_id);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(T), &data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
template<typename T>
gl_ubo<T>::~gl_ubo()
{
if (buffer_id)
glDeleteBuffers(1, &buffer_id);
}
template class gl_ubo<gl_ubodata_light_params>;