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Shader.cpp
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369 lines (293 loc) · 9.41 KB
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#include "Shader.h"
#include <stdio.h>
#define _vertBegin "//#Begin_vert"
#define _vertEnd "//#End_vert"
#define _fragBegin "//#Begin_frag"
#define _fragEnd "//#End_frag"
#define _geoBegin "//#Begin_geo"
#define _geogEnd "//#End_geo"
#define _compBegin "//#Begin_comp"
#define _compEnd "//#End_comp"
#define _propBegin "//#Begin_prop"
#define _propEnd "//#End_prop"
Shader::Shader(const char* vertexShader, const char* fragmentShader, bool isFile) : Asset(vertexShader, vertexShader)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
const char* vShaderCode;
const char* fShaderCode;
if (isFile)
{
try
{
// open files
vShaderFile.open(vertexShader);
fShaderFile.open(fragmentShader);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
perror(" ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ");
errorOnLoad = true;
}
vShaderCode = vertexCode.c_str();
fShaderCode = fragmentCode.c_str();
getProperties(vertexCode);
getProperties(fragmentCode);
}
else {
vShaderCode = vertexShader;
fShaderCode = fragmentShader;
getProperties(vertexShader);
getProperties(fragmentShader);
}
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
m_ID = glCreateProgram();
glAttachShader(m_ID, vertex);
glAttachShader(m_ID, fragment);
glLinkProgram(m_ID);
checkCompileErrors(m_ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::loadFile() {
//log_printf(log_level_e::LOG_INFO, "ERROR::SHADER::CONSTRUCTOR_NOT_IMPLEMENTED\n SHADER: %s", shaderPath);
log_printf(log_level_e::LOG_DEBUG, "\nLoading Shader: %s", filePath.c_str());
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode; bool hasGeometryCode = false;
std::string shaderCode;
std::ifstream shaderFile;
// ensure ifstream objects can throw exceptions:
shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
shaderFile.open(filePath);
std::stringstream shaderStream;
// read file's buffer contents into streams
shaderStream << shaderFile.rdbuf();
// close file handlers
shaderFile.close();
// convert stream into string
shaderCode = shaderStream.str();
//vertex Shader
size_t vertOffset = shaderCode.find(_vertBegin);
size_t vertEndOffset = shaderCode.find(_vertEnd);
size_t vertLenght = vertEndOffset - vertOffset;
if (vertOffset != std::string::npos)
{
if (vertEndOffset == std::string::npos) {
log_error("ERROR::SHADER::VERTEX_SHADER: //#End_vert not found");
errorOnLoad = true;
}
else
vertexCode = shaderCode.substr(vertOffset, vertLenght);
}
else {
log_error("ERROR::SHADER::VERTEX_SHADER: Vertex code not found");
errorOnLoad = true;
}
//Fragment shader
size_t fragOffset = shaderCode.find(_fragBegin);
size_t fragEndOffset = shaderCode.find(_fragEnd);
size_t fragLenght = fragEndOffset - fragOffset;
if (fragOffset != std::string::npos) {
if (fragEndOffset == std::string::npos) {
log_error("ERROR::SHADER::FRAGMENT_SHADER: //#End_frag not found");
errorOnLoad = true;
}else
fragmentCode = shaderCode.substr(fragOffset, fragLenght);
}
else {
log_error("ERROR::SHADER::FRAGMENT_SHADER: Fragment code not found");
errorOnLoad = true;
}
//geometry Shader(optional)
size_t geoOffset = shaderCode.find(_geoBegin);
size_t geoEndOffset = shaderCode.find(_geogEnd);
size_t geoLenght = geoEndOffset - geoOffset;
size_t p = std::string::npos;
if(geoOffset != std::string::npos)
if (geoEndOffset == std::string::npos) {
hasGeometryCode = false;
log_error("ERROR::SHADER::GEOMETRY_SHADER: //#End_geo not found");
errorOnLoad = true;
}
else {
hasGeometryCode = true;
geometryCode = shaderCode.substr(geoOffset, geoLenght);
}
else
hasGeometryCode = false;
}
catch (std::ifstream::failure& e)
{
perror(" ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ");
errorOnLoad = true;
return;
}
if (errorOnLoad)return;
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
const char* gShaderCode = geometryCode.c_str();
getProperties(shaderCode);
// 2. compile shaders
unsigned int vertex = 0, fragment = 0, geometry = 0;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// geometry Shader (optional)
if (hasGeometryCode) {
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
m_ID = glCreateProgram();
log_printf(log_level_e::LOG_DEBUG, " Shader Program ID: %i\n", m_ID);
glAttachShader(m_ID, vertex);
glAttachShader(m_ID, fragment);
if (hasGeometryCode) glAttachShader(m_ID, geometry);
// 3. link shaders program
glLinkProgram(m_ID);
checkCompileErrors(m_ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if (hasGeometryCode)glDeleteShader(geometry);
}
void Shader::getProperties(const std::string& shaderCode) {
size_t propBegin, propEnd;
propBegin = shaderCode.find(_propBegin);
if (propBegin == shaderCode.npos)
{//Propeties not found
log_message(log_level_e::LOG_DEBUG, " Shader Properties not found.");
hasPropeties = false;
return;
}
propEnd = shaderCode.find(_propEnd);
if (propEnd == shaderCode.npos)
{
log_error("ERROR::SHADER::PROPERTIES: //#End_prop not found");
hasPropeties = false;
return;
}
propBegin += sizeof(_propBegin);//offseting to end of _propBegin to avoid including _propBegin in the propertiesCode
std::string propertiesCode = shaderCode.substr(propBegin, propEnd - propBegin);
std::stringstream ss(propertiesCode);
std::string to;
if (propertiesCode.size() > 0)
{
while (std::getline(ss, to, '\n')) {
shaderProperties.push_back(to);
}
hasPropeties = true;
}
else {
hasPropeties = false;
}
}
void ComputeShader::loadFile()
{
log_printf(log_level_e::LOG_DEBUG, "\nLoading Shader: %s", filePath.c_str());
// 1. retrieve the vertex/fragment source code from filePath
std::string compCode;
std::string shaderCode;
std::ifstream shaderFile;
// ensure ifstream objects can throw exceptions:
shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
shaderFile.open(filePath);
std::stringstream shaderStream;
// read file's buffer contents into streams
shaderStream << shaderFile.rdbuf();
// close file handlers
shaderFile.close();
// convert stream into string
shaderCode = shaderStream.str();
size_t compOffset = shaderCode.find(_compBegin);
size_t compEndOffset = shaderCode.find(_compEnd);
size_t compLenght = compEndOffset - compOffset;
if (compOffset != std::string::npos)
{
if (compEndOffset == std::string::npos) {
log_error("ERROR::SHADER::COMPUTE_SHADER: //#End_comp not found");
errorOnLoad = true;
}
else
compCode = shaderCode.substr(compOffset, compLenght);
}
else {
log_error("ERROR::SHADER::COMPUTE_SHADER: Compute code not found");
errorOnLoad = true;
}
}catch (std::ifstream::failure& e){
perror(" ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ");
errorOnLoad = true;
return;
}
if (errorOnLoad)return;
const char* cShaderCode = compCode.c_str();
getProperties(shaderCode);
// 2. compile shader
unsigned int compute = 0;
// compute shader
compute = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(compute, 1, &cShaderCode, NULL);
glCompileShader(compute);
checkCompileErrors(compute, "COMPUTE");
// shader Program
m_ID = glCreateProgram();
log_printf(log_level_e::LOG_DEBUG, " Shader Program ID: %i\n", m_ID);
glAttachShader(m_ID, compute);
// 3. link shader program
glLinkProgram(m_ID);
checkCompileErrors(m_ID, "PROGRAM");
// delete the shader as they're linked into our program now and no longer necessary
glDeleteShader(compute);
}
void ComputeShader::Dispatch(GLuint num_grups_x, GLuint num_grups_y, GLuint num_grups_z)
{
this->bind();
glDispatchCompute(num_grups_x, num_grups_y, num_grups_z);
}