SimpleEngine/include/simpleengine/gfx/shader.h

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#pragma once
#include <chrono>
#include <gl/glew.h>
#include <gl/gl.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include "../event/event.h"
#include <exception>
#include <fstream>
#include <memory>
#include <stdexcept>
#include <string>
#include <iostream>
#include <sstream>
namespace simpleengine::gfx {
class ShaderException : public std::runtime_error {
public:
explicit ShaderException(char const* const msg) : std::runtime_error(msg) {
}
};
enum ShaderType {
ST_Vertex = GL_VERTEX_SHADER,
ST_Fragment = GL_FRAGMENT_SHADER,
};
class Shader {
protected:
Shader() {
}
public:
std::shared_ptr<GLuint> program;
GLuint shader;
Shader(std::shared_ptr<GLuint> program);
Shader(std::shared_ptr<GLuint> program, GLuint shader);
static Shader from_source(const ShaderType& type, std::string& shader_source);
static Shader from_source(std::shared_ptr<GLuint> program, const ShaderType& type, std::string& shader_source);
/**
* @brief Load a shader from a filepath.
*
* @param type The type of the shader.
* @param shader_path The path of the shader source.
*/
static Shader from_filepath(const ShaderType& type, const std::string& shader_path);
/**
* @brief Load a shader from a filepath.
*
* @param program The shader program that this shader will be attached to.
* @param type The type of the shader.
* @param shader_path The path of shader source.
*/
static Shader from_filepath(std::shared_ptr<GLuint> program, const ShaderType& type, const std::string& shader_path);
virtual ~Shader();
/**
* @brief Link the shader program and checks for errors.
*
*/
void link();
/**
* @brief Delete the shader with glDeleteShader. Only do this after we've linked.
*
*/
void delete_shader();
/**
* @brief Use the shader program.
*
*/
void use() const;
/**
* @brief Un-use the shader program by using the id of "0".
*
*/
static void unuse();
/**
* @brief Get a Uniform Float from the shader using a `location`.
*
* @param location The location of the uniform float.
* @return GLfloat The value of the uniform float from the shader.
*/
GLfloat getUniformFloat(GLint location) const;
/**
* @brief Get a Uniform Float from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLfloat The value of the uniform float from the shader.
*/
GLfloat getUniformFloat(const char* uniform_name) const;
/**
* @brief Get a Uniform integer from the shader using a `location`.
*
* @param location The location of the uniform integer.
* @return GLint The value of the uniform integer from the shader.
*/
GLint getUniformInt(GLint location) const;
/**
* @brief Get a Uniform integer from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLint The value of the uniform integer from the shader.
*/
GLint getUniformInt(const char* uniform_name) const;
/**
* @brief Get a Uniform unsigned integer from the shader using a `location`.
*
* @param location The location of the uniform unsigned integer.
* @return GLuint The value of the uniform unsigned integer from the shader.
*/
GLuint getUniformUInt(GLint location) const;
/**
* @brief Get a Uniform unsigned integer from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLuint The value of the uniform unsigned integer from the shader.
*/
GLuint getUniformUInt(const char* uniform_name) const;
/**
* @brief Get a Uniform double from the shader using a `location`.
*
* @param location The location of the uniform double.
* @return GLdouble The value of the uniform double from the shader.
*/
GLdouble getUniformDouble(GLint location) const;
/**
* @brief Get a Uniform double from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLdouble The value of the uniform double from the shader.
*/
GLdouble getUniformDouble(const char* uniform_name) const;
void setUniformFloat(GLint location, GLfloat fl, bool bind_shader = true);
void setUniformFloat(const char* uniform_name, GLfloat fl, bool bind_shader = true);
void setUniformFloatVec2(GLint location, glm::vec2 vec, bool bind_shader = true);
void setUniformFloatVec2(const char* uniform_name, glm::vec2 vec, bool bind_shader = true);
void setUniformFloatVec3(GLint location, glm::vec3 vec, bool bind_shader = true);
void setUniformFloatVec3(const char* uniform_name, glm::vec3 vec, bool bind_shader = true);
void setUniformFloatVec4(GLint location, glm::vec4 vec, bool bind_shader = true);
void setUniformFloatVec4(const char* uniform_name, glm::vec4 vec, bool bind_shader = true);
void setUniformInt(GLint location, GLint i, bool bind_shader = true);
void setUniformInt(const char* uniform_name, GLint i, bool bind_shader = true);
void setUniformIntVec2(GLint location, glm::ivec2 vec, bool bind_shader = true);
void setUniformIntVec2(const char* uniform_name, glm::ivec2 vec, bool bind_shader = true);
void setUniformIntVec3(GLint location, glm::ivec3 vec, bool bind_shader = true);
void setUniformIntVec3(const char* uniform_name, glm::ivec3 vec, bool bind_shader = true);
void setUniformIntVec4(GLint location, glm::ivec4 vec, bool bind_shader = true);
void setUniformIntVec4(const char* uniform_name, glm::ivec4 vec, bool bind_shader = true);
void setUniformUInt(GLint location, GLuint ui, bool bind_shader = true);
void setUniformUInt(const char* uniform_name, GLuint ui, bool bind_shader = true);
void setUniformUIntVec2(GLint location, glm::uvec2 vec, bool bind_shader = true);
void setUniformUIntVec2(const char* uniform_name, glm::uvec2 vec, bool bind_shader = true);
void setUniformUIntVec3(GLint location, glm::uvec3 vec, bool bind_shader = true);
void setUniformUIntVec3(const char* uniform_name, glm::uvec3 vec, bool bind_shader = true);
void setUniformUIntVec4(GLint location, glm::uvec4 vec, bool bind_shader = true);
void setUniformUIntVec4(const char* uniform_name, glm::uvec4 vec, bool bind_shader = true);
};
}