mirror of
https://github.com/Linloir/SceneEditor.git
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177 lines
6.1 KiB
C++
177 lines
6.1 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <GLM/glm.hpp>
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#include "utils.h"
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#include "logger.h"
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class Shader {
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protected:
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unsigned int _shaderId = 0;
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public:
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Shader() {}
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inline unsigned int shaderId() const { return _shaderId; }
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inline void dispose();
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void setBool(const std::string& name, bool value) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform1i(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(const std::string& name, int value) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform1i(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(const std::string& name, float value) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform1f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setVec2(const std::string& name, const glm::vec2& value) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform2fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, &value[0]);
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}
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void setVec2(const std::string& name, float x, float y) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform2f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), x, y);
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}
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// ------------------------------------------------------------------------
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void setVec3(const std::string& name, const glm::vec3& value) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform3fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, &value[0]);
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}
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void setVec3(const std::string& name, float x, float y, float z) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform3f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), x, y, z);
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}
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// ------------------------------------------------------------------------
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void setVec4(const std::string& name, const glm::vec4& value) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform4fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, &value[0]);
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}
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void setVec4(const std::string& name, float x, float y, float z, float w)
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{
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OPENGL_EXTRA_FUNCTIONS->glUniform4f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), x, y, z, w);
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}
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// ------------------------------------------------------------------------
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void setMat2(const std::string& name, const glm::mat2& mat) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniformMatrix2fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat3(const std::string& name, const glm::mat3& mat) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniformMatrix3fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat4(const std::string& name, const glm::mat4& mat) const
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{
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OPENGL_EXTRA_FUNCTIONS->glUniformMatrix4fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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protected:
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virtual void compile(const std::string& sourceFilePath) = 0;
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};
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inline void Shader::dispose() {
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OPENGL_EXTRA_FUNCTIONS->glDeleteShader(_shaderId);
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_shaderId = 0;
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}
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class VertexShader : public Shader {
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public:
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VertexShader(const std::string& sourceFilePath);
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protected:
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virtual void compile(const std::string& sourceFilePath) override;
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};
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class FragmentShader : public Shader {
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public:
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FragmentShader(const std::string& sourceFilePath);
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protected:
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virtual void compile(const std::string& sourceFilePath) override;
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};
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class GeometryShader : public Shader {
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public:
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GeometryShader(const std::string& sourceFilePath);
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protected:
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virtual void compile(const std::string& sourceFilePath) override;
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};
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class ShaderProgram {
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public:
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static ShaderProgram empty() {
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return ShaderProgram();
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}
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private:
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unsigned int _programId = 0;
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private:
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ShaderProgram();
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public:
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ShaderProgram(VertexShader vertexShader);
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ShaderProgram(FragmentShader fragmentShader);
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ShaderProgram(GeometryShader geometryShader);
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ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader);
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ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader);
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ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader);
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ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader);
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public:
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inline unsigned int programId() const { return _programId; }
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inline void attachShader(const Shader& shader) const;
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inline void bind() const;
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inline void unbind() const;
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inline void dispose();
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inline void ensureInitialized();
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};
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inline void ShaderProgram::attachShader(const Shader& shader) const {
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if (_programId == 0) {
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Logger::error("Attaching a shader to an invalid ShaderProgram");
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return;
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}
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, shader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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}
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inline void ShaderProgram::bind() const {
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if (_programId == 0) {
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Logger::error("Binding an invalid ShaderProgram");
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return;
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}
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OPENGL_EXTRA_FUNCTIONS->glUseProgram(_programId);
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}
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inline void ShaderProgram::unbind() const {
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OPENGL_EXTRA_FUNCTIONS->glUseProgram(0);
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}
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inline void ShaderProgram::dispose() {
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if (_programId == 0) return;
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OPENGL_EXTRA_FUNCTIONS->glDeleteProgram(_programId);
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_programId = 0;
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}
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inline void ShaderProgram::ensureInitialized() {
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if (_programId == 0) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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if (_programId == 0) {
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Logger::error("Failed to create a ShaderProgram");
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}
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}
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}
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