Tesseract-Engine/src/Rendering/Shader.cpp

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// Shader.cpp
#include "Shader.h"
#include <fstream>
#include <sstream>
#include <iostream>
#include <glm/gtc/type_ptr.hpp> // For glm::value_ptr
// Constructor implementations
Shader::Shader() : ID(0) {}
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Shader::Shader(const char *vertexPath, const char *fragmentPath)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// Ensure ifstream objects can throw exceptions
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
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// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
// Close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
}
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catch (std::ifstream::failure &e)
{
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
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const char *vShaderCode = vertexCode.c_str();
const char *fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// Print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Print compile errors if any
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
// Shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
// Print linking errors if any
glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success)
{
glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n"
<< infoLog << std::endl;
}
// Delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
Shader::~Shader()
{
glDeleteProgram(ID);
}
void Shader::Use()
{
glUseProgram(ID);
}
GLint Shader::GetUniformLocation(const std::string &name) const
{
// Check if the location is already cached
if (uniformLocationCache.find(name) != uniformLocationCache.end())
return uniformLocationCache.at(name);
// Otherwise, query it
GLint location = glGetUniformLocation(ID, name.c_str());
if (location == -1)
std::cerr << "Warning: uniform '" << name << "' doesn't exist or is not used in shader!" << std::endl;
// Cache the location
uniformLocationCache[name] = location;
return location;
}
void Shader::SetInt(const std::string &name, int value) const
{
glUseProgram(ID); // Ensure the shader program is active
glUniform1i(GetUniformLocation(name), value);
}
void Shader::SetFloat(const std::string &name, float value) const
{
glUseProgram(ID); // Ensure the shader program is active
glUniform1f(GetUniformLocation(name), value);
}
void Shader::SetBool(const std::string &name, bool value) const
{
glUseProgram(ID); // Ensure the shader program is active
glUniform1i(GetUniformLocation(name), static_cast<int>(value));
}
void Shader::SetMat4(const std::string &name, const glm::mat4 &mat) const
{
glUseProgram(ID); // Ensure the shader program is active
glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, glm::value_ptr(mat));
}
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void Shader::SetVec3(const std::string &name, const glm::vec3 &value) const
{
glUseProgram(ID); // Ensure the shader program is active
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::SetSampler2D(const std::string &name, int textureUnit) const
{
glUseProgram(ID); // Ensure the shader program is active
glUniform1i(glGetUniformLocation(ID, name.c_str()), textureUnit);
}