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Shader.cpp
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157 lines (137 loc) · 5.42 KB
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#include "Shader.hpp"
std::string readFile(std::fstream& aStream, const std::string_view aFilepath) noexcept {
std::string result;
result.reserve(FILE_READ_BLOCK_SIZE);
std::string buffer(FILE_READ_BLOCK_SIZE, '\0');
aStream.open(aFilepath.data(), std::ios::in | std::ios::binary);
if(!aStream.is_open()) {
std::cerr << "Failed to open file " << aFilepath << "! \n";
return "";
}
while(aStream.read(&buffer[0], FILE_READ_BLOCK_SIZE)) {
result.append(buffer);
memset(&buffer[0], 0, FILE_READ_BLOCK_SIZE); //do not decrease size; string are contiguous
};
result.append(buffer);
aStream.close();
return result;
}
std::ostream& operator<<(std::ostream& aStream, const glm::vec2& aVector) noexcept {
aStream << '[' << aVector.x << ';' << aVector.y << ']';
return aStream;
}
std::ostream& operator<< (std::ostream& aStream, const glm::vec3& aVector) noexcept {
aStream << '[' << aVector.x << ';' << aVector.y << ';' << aVector.z << ']';
return aStream;
}
std::ostream& operator<<(std::ostream& aStream, const glm::vec4& aVector) noexcept {
aStream << '[' << aVector.x << ';' << aVector.y << ';' << aVector.z << ';' << aVector.w << ']';
return aStream;
}
std::ostream& operator<<(std::ostream& aStream, const glm::mat4& aMatrix) noexcept {
aStream <<
'[' << aMatrix[0][0] << ',' << aMatrix[0][1] << ',' << aMatrix[0][2] << ',' << aMatrix[0][3] << ']' << '\n' <<
'|' << aMatrix[1][0] << ',' << aMatrix[1][1] << ',' << aMatrix[1][2] << ',' << aMatrix[1][3] << '|' << '\n' <<
'|' << aMatrix[2][0] << ',' << aMatrix[2][1] << ',' << aMatrix[2][2] << ',' << aMatrix[2][3] << '|' << '\n' <<
'[' << aMatrix[3][0] << ',' << aMatrix[3][1] << ',' << aMatrix[3][2] << ',' << aMatrix[3][3] << ']' << '\n';
return aStream;
}
glm::mat4 convertToGLM(const fastgltf::math::fmat4x4& aFrom) noexcept {
glm::mat4 result;
//no conversion!!!
result[0][0] = aFrom[0][0]; result[0][1] = aFrom[0][1]; result[0][2] = aFrom[0][2]; result[0][3] = aFrom[0][3];
result[1][0] = aFrom[1][0]; result[1][1] = aFrom[1][1]; result[1][2] = aFrom[1][2]; result[1][3] = aFrom[1][3];
result[2][0] = aFrom[2][0]; result[2][1] = aFrom[2][1]; result[2][2] = aFrom[2][2]; result[2][3] = aFrom[2][3];
result[3][0] = aFrom[3][0]; result[3][1] = aFrom[3][1]; result[3][2] = aFrom[3][2]; result[3][3] = aFrom[3][3];
return result;
}
glm::quat convertToGLM(const fastgltf::math::quat<float>& aFrom) noexcept {
return glm::quat(aFrom.w(), aFrom.x(), aFrom.y(), aFrom.z());
}
glm::vec3 convertToGLM(const fastgltf::math::vec<float, 3> aFrom) noexcept {
return glm::vec3(aFrom.x(), aFrom.y(), aFrom.z());
}
glm::vec4 convertToGLM(const fastgltf::math::vec<float, 4> aFrom) noexcept {
return glm::vec4(aFrom.x(), aFrom.y(), aFrom.z(), aFrom.w());
}
Shader::Shader(const std::string_view aVertexSource, const std::string_view aFragmentSource) noexcept {
std::fstream fileLoader;
this->mHandle = glCreateProgram();
GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
{
std::string source = readFile(fileLoader, aVertexSource);
const char* sourcePtr = source.c_str();
GLint sourceSize = source.size();
glShaderSource(vertex, 1, &sourcePtr, &sourceSize);
glCompileShader(vertex);
}
{
std::string source = readFile(fileLoader, aFragmentSource);
const char* sourcePtr = source.c_str();
GLint sourceSize = source.size();
glShaderSource(fragment, 1, &sourcePtr, &sourceSize);
glCompileShader(fragment);
}
glAttachShader(this->mHandle, vertex);
glAttachShader(this->mHandle, fragment);
glLinkProgram(this->mHandle);
glValidateProgram(this->mHandle);
bool failed = false;
GLint success = 0;
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE) {
failed = true;
glGetShaderiv(vertex, GL_INFO_LOG_LENGTH, &success);
std::string message;
message.resize(success);
glGetShaderInfoLog(vertex, GL_INFO_LOG_LENGTH, NULL, &message[0]);
std::cout << aVertexSource << " - Vertex shader compilation failed: " << message << '(' << success << ')' << '\n';
}
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE) {
failed = true;
glGetShaderiv(fragment, GL_INFO_LOG_LENGTH, &success);
std::string message;
message.resize(success);
glGetShaderInfoLog(fragment, GL_INFO_LOG_LENGTH, NULL, &message[0]);
std::cout << aFragmentSource << " - Fragment shader compilation failed: " << message << '(' << success << ')' << '\n';
}
glGetProgramiv(this->mHandle, GL_LINK_STATUS, &success);
if(success == GL_FALSE) {
failed = true;
glGetProgramiv(this->mHandle, GL_INFO_LOG_LENGTH, &success);
std::string message;
message.resize(success);
glGetProgramInfoLog(this->mHandle, GL_INFO_LOG_LENGTH, NULL, &message[0]);
std::cout << "Shader link failed: " << message << '(' << success << ')' << '\n';
}
//first print all messages, then exit
if(failed) { std::exit(EXIT_FAILURE); }
glDetachShader(this->mHandle, vertex);
glDetachShader(this->mHandle, fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
glUseProgram(this->mHandle);
}
Shader::Shader(Shader&& aOther) noexcept {
this->mHandle = aOther.mHandle;
aOther.mHandle = 0;
}
Shader& Shader::operator=(Shader&& aOther) noexcept {
this->mHandle = aOther.mHandle;
aOther.mHandle = 0;
return *this;
}
void Shader::bind() noexcept {
glUseProgram(this->mHandle);
}
void Shader::unbind() noexcept {
glUseProgram(0);
}
GLuint Shader::getHandle() const noexcept {
return this->mHandle;
}
Shader::~Shader() {
glDeleteProgram(this->mHandle);
}