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shader.cpp
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shader.cpp
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#include "shader.h"
#include <fstream>
#include <sstream>
Shader::Shader(): program(0) {
QOpenGLExtraFunctions::initializeOpenGLFunctions();
}
Shader::Shader(unsigned int prog) : program(prog) {
QOpenGLExtraFunctions::initializeOpenGLFunctions();
}
Shader::Shader(Shader&& other) {
program = other.program;
other.program = 0;
uniforms = std::move(other.uniforms);
}
Shader::~Shader() {
if (program != 0) {
glDeleteProgram(program);
}
}
Shader& Shader::operator=(Shader&& other) {
program = other.program;
other.program = 0;
uniforms = std::move(other.uniforms);
return *this;
}
void Shader::use() {
glUseProgram(program);
}
void Shader::bindTexture(const char* name, int location, GLenum type, unsigned int texture) {
if (hasUniform(name)) {
glActiveTexture(GL_TEXTURE0 + location);
glBindTexture(type, texture);
glUniform1i(uniforms.at(name), location);
}
}
bool Shader::hasUniform(const char* name) const {
return uniforms.find(name) != uniforms.end();
}
void Shader::compile(const char* vertex, const char* fragment) {
// Create the two shader modules
unsigned int vshader = glCreateShader(GL_VERTEX_SHADER);
unsigned int fshader = glCreateShader(GL_FRAGMENT_SHADER);
// Set their source to the passed in strings
glShaderSource(vshader, 1, &vertex, nullptr);
glShaderSource(fshader, 1, &fragment, nullptr);
// Compile the shaders modules
glCompileShader(vshader);
glCompileShader(fshader);
// Ensure they compiled correctly
int success;
const int logSize = 2048;
char compilerOutput[logSize];
glGetShaderiv(vshader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vshader, logSize, nullptr, compilerOutput);
std::string message = "Vertex shader failed to compile:\n\n";
message += compilerOutput;
glDeleteShader(vshader);
glDeleteShader(fshader);
throw std::runtime_error(message);
}
glGetShaderiv(fshader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fshader, logSize, nullptr, compilerOutput);
std::string message = "Fragment shader failed to compile:\n\n";
message += compilerOutput;
glDeleteShader(vshader);
glDeleteShader(fshader);
throw std::runtime_error(message);
}
// Now that we know they compiled correctly, link the modules into the final shader program
program = glCreateProgram();
glAttachShader(program, vshader);
glAttachShader(program, fshader);
glLinkProgram(program);
// Ensure it linked correctly
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, logSize, nullptr, compilerOutput);
std::string message = "Shader program failed to link:\n\n";
message += compilerOutput;
glDeleteShader(vshader);
glDeleteShader(fshader);
glDeleteProgram(program);
throw std::runtime_error(message);
}
// The shader modules are no longer required
glDeleteShader(vshader);
glDeleteShader(fshader);
// Read out all the uniforms (variables we can set on the shader)
GLint numUniforms = 0;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numUniforms);
GLchar uniformName[256];
for(GLint i = 0; i < numUniforms; i++) {
GLsizei length;
GLint size;
GLenum type;
glGetActiveUniform(program, i, sizeof(uniformName), &length, & size, &type, uniformName);
GLint location = glGetUniformLocation(program, uniformName);
uniforms[uniformName] = location;
}
}
Shader Shader::fromSource(const char* vertex, const char* fragment) {
Shader returnval;
returnval.compile(vertex, fragment);
return returnval;
}
Shader Shader::fromFolder(const std::filesystem::path& path) {
if (
!std::filesystem::is_directory(path) ||
!std::filesystem::exists(path / "vertex.glsl") ||
!std::filesystem::exists(path / "vertex.glsl")
) {
throw std::runtime_error("Shader must be a directory containing vertex.glsl and fragment.glsl");
}
std::ifstream vertstream(path / "vertex.glsl");
std::ifstream fragstream(path / "fragment.glsl");
std::stringstream ss;
ss << vertstream.rdbuf();
std::string vertSrc = ss.str();
ss.clear();
ss << fragstream.rdbuf();
std::string fragSrc = ss.str();
vertstream.close();
fragstream.close();
return fromSource(vertSrc.c_str(), fragSrc.c_str());
}
unsigned int Shader::location(const char* name) const {
if (hasUniform(name)) {
return uniforms.at(name);
}
else {
std::string msg = "No such uniform on shader: ";
msg += name;
throw std::logic_error(msg);
}
}
void Shader::bindTexture(const char* name, int location, Texture* texture) {
if (!texture) { return; }
bindTexture(name, location, texture->type(), texture->handle());
}
void Shader::bindTexture(const char* name, int location, Texture& texture) {
bindTexture(name, location, texture.type(), texture.handle());
}