fast-nuclear-sim/src/graphics/shader.cpp

158 lines
3.1 KiB
C++

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include "shader.hpp"
#include "window.hpp"
using namespace Sim::Graphics;
Shader Shader::MAIN;
Shader Shader::BLUR;
Shader Shader::LIGHT;
Shader* Shader::ACTIVE;
static int load_shader(const char* src, int type)
{
int id = glCreateShader(type);
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
return id;
}
static std::string read_shader(const char* path)
{
std::stringstream ss;
std::ifstream file(path, std::ios::binary);
char buff[1024];
while(!file.eof())
{
file.read(buff, 1024);
ss.write(buff, file.gcount());
}
return ss.str();
}
static std::string read_shader(const char* base, const char* file)
{
std::string path = std::string(base) + "/" + std::string(file);
return read_shader(path.c_str());
}
Shader::Shader()
{
}
Shader::Shader(Shader&& o)
{
prog_id = o.prog_id;
o.prog_id = 0;
}
Shader::~Shader()
{
if(prog_id)
{
glDeleteProgram(prog_id);
}
}
void Shader::load(const char* path, const char* file_vsh, const char* file_fsh)
{
load(path, file_vsh, nullptr, file_fsh);
}
void Shader::load(const char* path, const char* file_vsh, const char* file_gsh, const char* file_fsh)
{
std::string shader_vsh = file_vsh ? read_shader(path, file_vsh) : "";
std::string shader_gsh = file_gsh ? read_shader(path, file_gsh) : "";
std::string shader_fsh = file_fsh ? read_shader(path, file_fsh) : "";
int success;
int vsh_id = file_vsh ? load_shader(shader_vsh.c_str(), GL_VERTEX_SHADER) : 0;
int gsh_id = file_gsh ? load_shader(shader_gsh.c_str(), GL_GEOMETRY_SHADER) : 0;
int fsh_id = file_fsh ? load_shader(shader_fsh.c_str(), GL_FRAGMENT_SHADER) : 0;
prog_id = glCreateProgram();
if(file_vsh)
glAttachShader(prog_id, vsh_id);
if(file_gsh)
glAttachShader(prog_id, gsh_id);
if(file_fsh)
glAttachShader(prog_id, fsh_id);
glLinkProgram(prog_id);
glGetProgramiv(prog_id, GL_LINK_STATUS, &success);
if(!success)
{
char infoLog[512];
glGetProgramInfoLog(prog_id, 512, NULL, infoLog);
std::cout << "Shader Link Error (" << path << "," << file_vsh << "," << file_fsh << "): " << infoLog << std::endl;
Window::close();
return;
}
glUseProgram(prog_id);
if(file_vsh)
glDeleteShader(vsh_id);
if(file_gsh)
glDeleteShader(gsh_id);
if(file_fsh)
glDeleteShader(fsh_id);
ACTIVE = this;
}
void Shader::use()
{
glUseProgram(prog_id);
ACTIVE = this;
}
void Shader::block_binding(const char* name, unsigned int binding)
{
glUniformBlockBinding(prog_id, get_block_index(name), binding);
}
unsigned int Shader::operator [](const char* pos)
{
auto it = uniform_locations.find(pos);
if(it != uniform_locations.end())
{
return it->second;
}
return uniform_locations[pos] = glGetUniformLocation(prog_id, pos);
}
unsigned int Shader::get_block_index(const char* pos)
{
auto it = uniform_block_indices.find(pos);
if(it != uniform_block_indices.end())
{
return it->second;
}
return uniform_block_indices[pos] = glGetUniformBlockIndex(prog_id, pos);
}
unsigned int Shader::get(const char* pos)
{
return operator[](pos);
}