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https://github.com/Linloir/SceneEditor.git
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120 lines
3.0 KiB
C++
120 lines
3.0 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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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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