mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-16 23:18:12 +08:00
165 lines
6.1 KiB
C++
165 lines
6.1 KiB
C++
#pragma once
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#include <GLM/gtc/type_ptr.hpp>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include "shader.h"
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#include "logger.h"
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VertexShader::VertexShader(const std::string& source){
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_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_VERTEX_SHADER);
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compile(source);
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}
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void VertexShader::compile(const std::string& source) {
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std::string codeStr;
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std::ifstream file;
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file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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file.open(source);
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std::stringstream stream;
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stream << file.rdbuf();
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file.close();
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codeStr = stream.str();
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}
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catch (std::ifstream::failure e) {
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Logger::error("Failed to read vertex shader file");
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}
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const char* code = codeStr.c_str();
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OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &code, nullptr);
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OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
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int success;
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char infoLog[512];
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OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
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if (!success) {
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OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
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Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
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}
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}
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FragmentShader::FragmentShader(const std::string& source){
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_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_FRAGMENT_SHADER);
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compile(source);
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}
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void FragmentShader::compile(const std::string& source) {
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std::string codeStr;
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std::ifstream file;
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file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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file.open(source);
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std::stringstream stream;
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stream << file.rdbuf();
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file.close();
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codeStr = stream.str();
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}
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catch (std::ifstream::failure e) {
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Logger::error("Failed to read vertex shader file");
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}
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const char* code = codeStr.c_str();
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OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &code, nullptr);
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OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
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int success;
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char infoLog[512];
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OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
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if (!success) {
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OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
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Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
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}
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}
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GeometryShader::GeometryShader(const std::string& source) {
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_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_GEOMETRY_SHADER);
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compile(source);
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}
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void GeometryShader::compile(const std::string& source) {
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std::string codeStr;
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std::ifstream file;
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file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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file.open(source);
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std::stringstream stream;
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stream << file.rdbuf();
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file.close();
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codeStr = stream.str();
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}
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catch (std::ifstream::failure e) {
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Logger::error("Failed to read vertex shader file");
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}
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const char* code = codeStr.c_str();
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OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &code, nullptr);
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OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
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int success;
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char infoLog[512];
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OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
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if (!success) {
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OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
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Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
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}
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}
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ShaderProgram::ShaderProgram() {
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_programId = 0;
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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}
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ShaderProgram::ShaderProgram(FragmentShader fragmentShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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fragmentShader.dispose();
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}
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ShaderProgram::ShaderProgram(GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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geometryShader.dispose();
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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fragmentShader.dispose();
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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geometryShader.dispose();
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}
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ShaderProgram::ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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fragmentShader.dispose();
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geometryShader.dispose();
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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fragmentShader.dispose();
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geometryShader.dispose();
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} |