Linloir 5f07f8896c
Fix set uniform methods
- Move wrongly placed methods (Shader -> ShaderProgram)
- Set methods as 'inline'
- Use overload
- Check for uniform validity
2022-12-13 10:52:11 +08:00

266 lines
8.9 KiB
C++

#pragma once
#include <string>
#include <vector>
#include <GLM/glm.hpp>
#include <GLM/gtc/type_ptr.hpp>
#include "utils.h"
#include "logger.h"
class Shader {
protected:
unsigned int _shaderId = 0;
public:
Shader() {}
inline unsigned int shaderId() const { return _shaderId; }
inline void dispose();
protected:
virtual void compile(const std::string& sourceFilePath) = 0;
};
inline void Shader::dispose() {
OPENGL_EXTRA_FUNCTIONS->glDeleteShader(_shaderId);
_shaderId = 0;
}
class VertexShader : public Shader {
public:
VertexShader(const std::string& sourceFilePath);
protected:
virtual void compile(const std::string& sourceFilePath) override;
};
class FragmentShader : public Shader {
public:
FragmentShader(const std::string& sourceFilePath);
protected:
virtual void compile(const std::string& sourceFilePath) override;
};
class GeometryShader : public Shader {
public:
GeometryShader(const std::string& sourceFilePath);
protected:
virtual void compile(const std::string& sourceFilePath) override;
};
class ShaderProgram {
public:
static ShaderProgram empty() {
return ShaderProgram();
}
private:
unsigned int _programId = 0;
private:
ShaderProgram();
public:
ShaderProgram(VertexShader vertexShader);
ShaderProgram(FragmentShader fragmentShader);
ShaderProgram(GeometryShader geometryShader);
ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader);
ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader);
ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader);
ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader);
public:
inline unsigned int programId() const { return _programId; }
inline void attachShader(const Shader& shader) const;
inline void bind() const;
inline void unbind() const;
inline void dispose();
inline void ensureInitialized();
inline void setUniform(const std::string& name, bool value) const;
inline void setUniform(const std::string& name, int value) const;
inline void setUniform(const std::string& name, float value) const;
inline void setUniform(const std::string& name, const glm::vec2& value) const;
inline void setUniform(const std::string& name, float x, float y) const;
inline void setUniform(const std::string& name, const glm::vec3& value) const;
inline void setUniform(const std::string& name, float x, float y, float z) const;
inline void setUniform(const std::string& name, const glm::vec4& value) const;
inline void setUniform(const std::string& name, float x, float y, float z, float w) const;
inline void setUniform(const std::string& name, const glm::mat2& mat) const;
inline void setUniform(const std::string& name, const glm::mat3& mat) const;
inline void setUniform(const std::string& name, const glm::mat4& mat) const;
};
inline void ShaderProgram::attachShader(const Shader& shader) const {
if (_programId == 0) {
Logger::error("Attaching a shader to an invalid ShaderProgram");
return;
}
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, shader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
}
inline void ShaderProgram::bind() const {
if (_programId == 0) {
Logger::error("Binding an invalid ShaderProgram");
return;
}
OPENGL_EXTRA_FUNCTIONS->glUseProgram(_programId);
}
inline void ShaderProgram::unbind() const {
OPENGL_EXTRA_FUNCTIONS->glUseProgram(0);
}
inline void ShaderProgram::dispose() {
if (_programId == 0) return;
OPENGL_EXTRA_FUNCTIONS->glDeleteProgram(_programId);
_programId = 0;
}
inline void ShaderProgram::ensureInitialized() {
if (_programId == 0) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
if (_programId == 0) {
Logger::error("Failed to create a ShaderProgram");
}
}
}
inline void ShaderProgram::setUniform(const std::string& name, bool value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform1i(location, value);
}
inline void ShaderProgram::setUniform(const std::string& name, int value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform1i(location, value);
}
inline void ShaderProgram::setUniform(const std::string& name, float value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform1f(location, value);
}
inline void ShaderProgram::setUniform(const std::string& name, const glm::vec2& value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform2f(location, value.x, value.y);
}
inline void ShaderProgram::setUniform(const std::string& name, float x, float y) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform2f(location, x, y);
}
inline void ShaderProgram::setUniform(const std::string& name, const glm::vec3& value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform3f(location, value.x, value.y, value.z);
}
inline void ShaderProgram::setUniform(const std::string& name, float x, float y, float z) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform3f(location, x, y, z);
}
inline void ShaderProgram::setUniform(const std::string& name, const glm::vec4& value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform4f(location, value.x, value.y, value.z, value.w);
}
inline void ShaderProgram::setUniform(const std::string& name, float x, float y, float z, float w) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniform4f(location, x, y, z, w);
}
inline void ShaderProgram::setUniform(const std::string& name, const glm::mat2& value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniformMatrix2fv(location, 1, GL_FALSE, glm::value_ptr(value));
}
inline void ShaderProgram::setUniform(const std::string& name, const glm::mat3& value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(value));
}
inline void ShaderProgram::setUniform(const std::string& name, const glm::mat4& value) const {
// Check if the uniform exist
int location = OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_programId, name.c_str());
if (location == -1) {
Logger::error("Uniform " + name + " does not exist");
return;
}
// Set the uniform
OPENGL_EXTRA_FUNCTIONS->glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(value));
}