mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
268 lines
5.7 KiB
C++
268 lines
5.7 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 <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 (m != mv)
|
|
{
|
|
mv = m;
|
|
mv_dirty = true;
|
|
}
|
|
}
|
|
|
|
void gl_program_mvp::set_p(const glm::mat4 &m)
|
|
{
|
|
if (m != p)
|
|
{
|
|
p = m;
|
|
p_dirty = true;
|
|
}
|
|
}
|
|
|
|
void gl_program_mvp::update()
|
|
{
|
|
if (current_program != this)
|
|
return;
|
|
|
|
if (mv_dirty)
|
|
{
|
|
if (mvn_uniform != -1)
|
|
{
|
|
glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(mv)));
|
|
glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
|
|
}
|
|
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(mv));
|
|
mv_dirty = false;
|
|
}
|
|
|
|
if (p_dirty)
|
|
{
|
|
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(p));
|
|
mv_dirty = false;
|
|
}
|
|
}
|
|
|
|
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");
|
|
color_uniform = glGetUniformLocation(id, "color");
|
|
}
|
|
|
|
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(const material_s &mat)
|
|
{
|
|
if (current_program != this)
|
|
return;
|
|
|
|
if (std::memcmp(&material, &mat, sizeof(material_s)))
|
|
{
|
|
material_dirty = true;
|
|
material = mat;
|
|
}
|
|
}
|
|
|
|
void gl_program_light::update()
|
|
{
|
|
if (current_program != this)
|
|
return;
|
|
|
|
gl_program_mvp::update();
|
|
|
|
if (material_dirty)
|
|
{
|
|
glUniform1f(specular_uniform, material.specular);
|
|
glUniform3fv(emission_uniform, 1, glm::value_ptr(material.emission));
|
|
if (color_uniform != -1)
|
|
glUniform4fv(color_uniform, 1, glm::value_ptr(material.color));
|
|
|
|
material_dirty = false;
|
|
}
|
|
}
|
|
|
|
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>;
|