166 lines
4.6 KiB
C++
166 lines
4.6 KiB
C++
//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_SHADER_H
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#define SIMPLEENGINE_SHADER_H
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#include <gl/glew.h>
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#include <gl/gl.h>
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#include <GLFW/glfw3.h>
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#include "event/event.h"
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#include <exception>
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#include <fstream>
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#include <gl/gl.h>
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#include <memory>
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#include <stdexcept>
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#include <string>
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#include <iostream>
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#include <sstream>
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namespace simpleengine {
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class ShaderException : public std::runtime_error {
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public:
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explicit ShaderException(char const* const msg) : std::runtime_error(msg) {
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}
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};
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enum ShaderType {
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ST_Vertex = GL_VERTEX_SHADER,
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ST_Fragment = GL_FRAGMENT_SHADER,
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};
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class Shader : public simpleengine::Event {
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private:
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using super = simpleengine::Event;
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protected:
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Shader() {
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}
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public:
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static Shader from_source(const ShaderType& type, std::string& shader_source) {
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Shader shd = Shader::from_source(std::make_shared<GLuint>(glCreateProgram()), type, shader_source);
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shd.link();
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shd.delete_shader();
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return shd;
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}
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static Shader from_source(std::shared_ptr<GLuint> program, const ShaderType& type, std::string& shader_source) {
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Shader shd;
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shd.program = program;
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shd.shader = glCreateShader(type);
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const GLchar* vert_src = shader_source.c_str();
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glShaderSource(shd.shader, 1, &vert_src, NULL);
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glCompileShader(shd.shader);
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GLint success = false;
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glGetShaderiv(shd.shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char log[512];
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glGetShaderInfoLog(shd.shader, 512, NULL, log);
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std::cerr << "Failed to load shader from source:" << std::endl << log << std::endl;
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throw ShaderException("Failed to compile shader!");
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}
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glAttachShader(*shd.program, shd.shader);
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return shd;
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}
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/**
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* @brief Load a shader from a filepath.
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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 source.
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*/
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static Shader from_filepath(const ShaderType& type, const std::string& shader_path) {
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Shader shd = Shader::from_filepath(std::make_shared<GLuint>(glCreateProgram()), type, shader_path);
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shd.link();
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shd.delete_shader();
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return shd;
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}
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/**
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* @brief Load a shader from a filepath.
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*
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* @param program The shader program that this shader will be attached to.
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* @param type The type of the shader.
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* @param shader_path The path of shader source.
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*/
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static Shader from_filepath(std::shared_ptr<GLuint> program, const ShaderType& type,
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const std::string& shader_path) {
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std::ifstream fstream(shader_path, std::ios::in);
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if (!fstream.is_open()) {
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std::cerr << "Failed to open shader file: " << shader_path << std::endl;
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throw ShaderException("Failed to open shader file!");
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}
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std::stringstream ss;
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{
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std::string str;
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while (std::getline(fstream, str))
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{
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ss << str << std::endl;
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}
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}
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std::string ss_str = ss.str();
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return Shader::from_source(type, ss_str);
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}
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virtual ~Shader() {
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delete_shader();
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}
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/**
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* @brief Link the shader program and checks for errors.
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*
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*/
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void link() {
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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 ShaderException("Failed to link shader program!");
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}
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}
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/**
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* @brief Delete the shader with glDeleteShader. Only do this after we've linked.
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*
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*/
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void delete_shader() {
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glDeleteShader(shader);
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}
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virtual void update(const float& delta_time) override {
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//super::update(delta_time);
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}
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virtual void render(std::shared_ptr<GLFWwindow> target) override {
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//super::render(target);
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}
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std::shared_ptr<GLuint> program;
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private:
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GLuint shader;
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};
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}
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#endif //SIMPLEENGINE_SHADER_H
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