SimpleEngine/include/simpleengine/shader_program.h

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#pragma once
#ifdef __linux__
#include <GL/glew.h>
#include <GL/gl.h>
#else
#include <gl/glew.h>
#include <gl/gl.h>
#endif
#include <GLFW/glfw3.h>
#include "event/event.h"
#include "gfx/shader.h"
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#include "log/logger.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:
GLuint program;
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std::vector<gfx::Shader> shaders;
ShaderProgram() : program(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 gfx::ShaderType& type, const std::string& shader_path)
* @param shader The shader to add.
* @return ShaderProgram& self
*/
ShaderProgram& add_shader(gfx::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 gfx::ShaderType& type, std::string& shader_source) {
gfx::Shader shd = gfx::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 gfx::ShaderType& type, const std::string& shader_path) {
gfx::Shader shd = gfx::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) {
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SE_CERROR("Failed to link shader program!");
throw gfx::ShaderException("Failed to link shader program!");
}
for (gfx::Shader& shader : shaders) {
shader.delete_shader();
}
}
virtual void update(const float& delta_time) {
}
};
}