Shaders
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92
engine/render/shader.cpp
Normal file
92
engine/render/shader.cpp
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#include <assert.h>
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#include "utils/logger.h"
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#include "render/shader.h"
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#include "filesystem/filemanager.h"
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#include "filesystem/stream.h"
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GLuint CreateShader(GLenum shaderType, const char* filename)
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{
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StreamBase* stream = g_fileManager->OpenStream( filename, FileAccess_Read );
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if ( !stream )
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{
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LogMsg( "CreateShader: failed to open file %s", filename );
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assert( 0 );
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}
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stream->Seek( Seek_End, 0 );
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size_t length = stream->Tell();
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stream->Seek( Seek_Begin, 0 );
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std::string content;
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content.resize( length + 1 );
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stream->Read( (void*)content.data(), length );
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content[length] = '\0';
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const char* contentCStr = content.c_str();
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &contentCStr, NULL);
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glCompileShader(shader);
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int success;
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char infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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LogMsg("Failed to compile shader %s\n%s", filename, infoLog);
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}
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LogMsg("created shader from file %s", filename);
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return shader;
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}
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Shader::Shader() :
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m_name(nullptr),
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m_stride(0),
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m_layout_count(0)
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{
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}
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Shader::~Shader()
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{
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if (m_name)
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free( (void*)m_name );
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Destroy();
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}
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void Shader::Create(const char* name, const char* vsfilepath, const char* psfilepath)
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{
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//m_name = strdup( name );
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GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, vsfilepath);
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GLuint fragmentShader = CreateShader(GL_FRAGMENT_SHADER, psfilepath);
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m_program = glCreateProgram();
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glAttachShader(m_program, vertexShader);
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glAttachShader(m_program, fragmentShader);
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AllocateAttributes();
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glLinkProgram(m_program);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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int success;
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char infoLog[512];
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glGetProgramiv(m_program, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(m_program, 512, NULL, infoLog);
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LogMsg("Failed to link program %s", infoLog);
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}
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}
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void Shader::Destroy()
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{
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glDeleteProgram(m_program);
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}
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