2021-11-27 19:16:41 +00:00
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#pragma once
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2021-11-21 06:23:53 +00:00
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2021-12-02 21:58:15 +00:00
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#ifdef __linux__
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#include <GL/glew.h>
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#include <GL/gl.h>
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#elif
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2021-11-21 06:23:53 +00:00
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#include <gl/glew.h>
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#include <gl/gl.h>
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2021-12-02 21:58:15 +00:00
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#endif
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2021-11-21 06:23:53 +00:00
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#include <GLFW/glfw3.h>
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#include "event/event.h"
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#include "gfx/shader.h"
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#include <exception>
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#include <fstream>
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#include <memory>
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#include <string>
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#include <iostream>
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#include <sstream>
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#include <vector>
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namespace simpleengine {
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class ShaderProgram : public simpleengine::Event {
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private:
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using super = simpleengine::Event;
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public:
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ShaderProgram() : program(std::make_shared<GLuint>(glCreateProgram())) {
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}
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virtual ~ShaderProgram() {
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glDeleteProgram(*program);
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}
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/**
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* @brief Add a shader to this shader program. Also checks that its using the same `program` as this.
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*
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* @see ShaderProgram::add_shader(const gfx::ShaderType& type, const std::string& shader_path)
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* @param shader The shader to add.
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* @return ShaderProgram& self
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*/
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ShaderProgram& add_shader(gfx::Shader& shader) {
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if (shader.program != this->program) {
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throw std::runtime_error("The added shader does not have the same program as this shade program!");
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}
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shaders.push_back(shader);
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return *this;
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}
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/**
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* @brief Create and add a shader from a string to this shader program.
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*
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* @param type The type of the shader.
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* @param shader_path The path of the shader.
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* @return ShaderProgram& self
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*/
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ShaderProgram& add_shader_from_source(const gfx::ShaderType& type, std::string& shader_source) {
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gfx::Shader shd = gfx::Shader::from_source(program, type, shader_source);
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shaders.emplace_back(shd);
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return *this;
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}
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/**
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* @brief Create and add a shader from a filepath to this shader program.
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*
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* @param type The type of the shader.
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* @param shader_path The path of the shader.
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* @return ShaderProgram& self
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*/
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ShaderProgram& add_shader_from_path(const gfx::ShaderType& type, const std::string& shader_path) {
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gfx::Shader shd = gfx::Shader::from_filepath(program, type, shader_path);
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shaders.emplace_back(shd);
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return *this;
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}
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/**
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* @brief Link the shader program. Also removes unused shader resources.
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*
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*/
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void link() {
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if (shaders.empty()) {
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throw std::runtime_error("Shaders cannot be empty when running simpleengine::ShaderProgram::link()!");
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}
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glLinkProgram(*program);
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GLint success = false;
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glGetProgramiv(*program, GL_LINK_STATUS, &success);
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if (!success) {
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std::cerr << "Failed to link shader program!" << std::endl;
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throw gfx::ShaderException("Failed to link shader program!");
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}
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for (gfx::Shader& shader : shaders) {
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shader.delete_shader();
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}
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}
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virtual void update(const float& delta_time) {
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}
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virtual void render(GLFWwindow* target) {
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glUseProgram(*program);
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}
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std::shared_ptr<GLuint> program;
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std::vector<gfx::Shader> shaders;
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};
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2021-11-27 19:16:41 +00:00
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}
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