SimpleEngine/include/simpleengine/shader_program.h

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//
// Created by SeanOMik on 7/2/2020.
// Github: https://github.com/SeanOMik
//
#ifndef SIMPLEENGINE_SHADER_PROGRAM_H
#define SIMPLEENGINE_SHADER_PROGRAM_H
#include <gl/glew.h>
#include <gl/gl.h>
#include <GLFW/glfw3.h>
#include "event/event.h"
#include "shader.h"
#include <exception>
#include <fstream>
#include <memory>
#include <string>
#include <iostream>
#include <sstream>
#include <vector>
namespace simpleengine {
class ShaderProgram : public simpleengine::Event {
private:
using super = simpleengine::Event;
public:
ShaderProgram() : program(std::make_shared<GLuint>(glCreateProgram())) {
}
virtual ~ShaderProgram() {
glDeleteProgram(*program);
}
/**
* @brief Add a shader to this shader program. Also checks that its using the same `program` as this.
*
* @see ShaderProgram::add_shader(const ShaderType& type, const std::string& shader_path)
* @param shader The shader to add.
* @return ShaderProgram& self
*/
ShaderProgram& add_shader(Shader& shader) {
if (shader.program != this->program) {
throw std::runtime_error("The added shader does not have the same program as this shade program!");
}
shaders.push_back(shader);
return *this;
}
/**
* @brief Create and add a shader from a string to this shader program.
*
* @param type The type of the shader.
* @param shader_path The path of the shader.
* @return ShaderProgram& self
*/
ShaderProgram& add_shader_from_source(const ShaderType& type, std::string& shader_source) {
Shader shd = Shader::from_source(program, type, shader_source);
shaders.emplace_back(shd);
return *this;
}
/**
* @brief Create and add a shader from a filepath to this shader program.
*
* @param type The type of the shader.
* @param shader_path The path of the shader.
* @return ShaderProgram& self
*/
ShaderProgram& add_shader_from_path(const ShaderType& type, const std::string& shader_path) {
Shader shd = Shader::from_filepath(program, type, shader_path);
shaders.emplace_back(shd);
return *this;
}
/**
* @brief Link the shader program. Also removes unused shader resources.
*
*/
void link() {
if (shaders.empty()) {
throw std::runtime_error("Shaders cannot be empty when running simpleengine::ShaderProgram::link()!");
}
glLinkProgram(*program);
GLint success = false;
glGetProgramiv(*program, GL_LINK_STATUS, &success);
if (!success) {
std::cerr << "Failed to link shader program!" << std::endl;
throw ShaderException("Failed to link shader program!");
}
for (Shader& shader : shaders) {
shader.delete_shader();
}
}
virtual void update(const float& delta_time) {
}
virtual void render(std::shared_ptr<GLFWwindow> target) {
glUseProgram(*program);
}
std::shared_ptr<GLuint> program;
std::vector<Shader> shaders;
};
}
#endif //SIMPLEENGINE_SHADER_PROGRAM_H