Enhance OpenGLShader with comprehensive shader support

This commit is contained in:
2026-03-17 02:27:13 +08:00
parent d75780f8c4
commit 0418c61db6
2 changed files with 209 additions and 4 deletions

View File

@@ -2,27 +2,55 @@
#include <string> #include <string>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <vector>
namespace XCEngine { namespace XCEngine {
namespace RHI { namespace RHI {
enum class ShaderType {
Vertex,
Fragment,
Geometry,
Compute,
TessControl,
TessEvaluation
};
class OpenGLShader { class OpenGLShader {
public: public:
OpenGLShader(); OpenGLShader();
~OpenGLShader(); ~OpenGLShader();
bool CompileFromFile(const char* vertexPath, const char* fragmentPath); bool CompileFromFile(const char* vertexPath, const char* fragmentPath);
bool CompileFromFile(const char* vertexPath, const char* fragmentPath, const char* geometryPath);
bool Compile(const char* vertexSource, const char* fragmentSource); bool Compile(const char* vertexSource, const char* fragmentSource);
bool Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource);
bool CompileCompute(const char* computeSource);
bool Compile(const char* source, ShaderType type);
void Shutdown(); void Shutdown();
void Use() const; void Use() const;
void Bind() const { Use(); }
void Unbind() const;
void SetInt(const std::string& name, int value) const; void SetInt(const std::string& name, int value) const;
void SetIntArray(const std::string& name, const int* values, unsigned int count) const;
void SetFloat(const std::string& name, float value) const; void SetFloat(const std::string& name, float value) const;
void SetFloatArray(const std::string& name, const float* values, unsigned int count) const;
void SetVec2(const std::string& name, float x, float y) const;
void SetVec2(const std::string& name, const float* values) const;
void SetVec3(const std::string& name, float x, float y, float z) const; void SetVec3(const std::string& name, float x, float y, float z) const;
void SetVec3(const std::string& name, const float* values) const; void SetVec3(const std::string& name, const float* values) const;
void SetVec4(const std::string& name, float x, float y, float z, float w) const;
void SetVec4(const std::string& name, const float* values) const;
void SetMat2(const std::string& name, const float* value) const;
void SetMat3(const std::string& name, const float* value) const;
void SetMat4(const std::string& name, const float* value) const; void SetMat4(const std::string& name, const float* value) const;
void SetMat4Array(const std::string& name, const float* values, unsigned int count) const;
int GetUniformLocation(const std::string& name) const;
unsigned int GetID() const { return m_program; } unsigned int GetID() const { return m_program; }
bool IsValid() const { return m_program != 0; }
private: private:
unsigned int m_program; unsigned int m_program;

View File

@@ -37,18 +37,41 @@ bool OpenGLShader::CompileFromFile(const char* vertexPath, const char* fragmentP
return Compile(vertexCode.c_str(), fragmentCode.c_str()); return Compile(vertexCode.c_str(), fragmentCode.c_str());
} }
bool OpenGLShader::CompileFromFile(const char* vertexPath, const char* fragmentPath, const char* geometryPath) {
std::string vertexCode, fragmentCode, geometryCode;
std::ifstream vShaderFile(vertexPath), fShaderFile(fragmentPath), gShaderFile(geometryPath);
if (!vShaderFile.is_open() || !fShaderFile.is_open() || !gShaderFile.is_open()) {
return false;
}
std::stringstream vShaderStream, fShaderStream, gShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
gShaderStream << gShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
gShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
geometryCode = gShaderStream.str();
return Compile(vertexCode.c_str(), fragmentCode.c_str(), geometryCode.c_str());
}
bool OpenGLShader::Compile(const char* vertexSource, const char* fragmentSource) { bool OpenGLShader::Compile(const char* vertexSource, const char* fragmentSource) {
unsigned int vertex, fragment; unsigned int vertex, fragment;
vertex = glCreateShader(GL_VERTEX_SHADER); vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vertexSource, NULL); glShaderSource(vertex, 1, &vertexSource, nullptr);
glCompileShader(vertex); glCompileShader(vertex);
if (!CheckCompileErrors(vertex, "VERTEX")) { if (!CheckCompileErrors(vertex, "VERTEX")) {
return false; return false;
} }
fragment = glCreateShader(GL_FRAGMENT_SHADER); fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fragmentSource, NULL); glShaderSource(fragment, 1, &fragmentSource, nullptr);
glCompileShader(fragment); glCompileShader(fragment);
if (!CheckCompileErrors(fragment, "FRAGMENT")) { if (!CheckCompileErrors(fragment, "FRAGMENT")) {
return false; return false;
@@ -69,6 +92,116 @@ bool OpenGLShader::Compile(const char* vertexSource, const char* fragmentSource)
return true; return true;
} }
bool OpenGLShader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource) {
unsigned int vertex, fragment, geometry;
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vertexSource, nullptr);
glCompileShader(vertex);
if (!CheckCompileErrors(vertex, "VERTEX")) {
return false;
}
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fragmentSource, nullptr);
glCompileShader(fragment);
if (!CheckCompileErrors(fragment, "FRAGMENT")) {
return false;
}
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &geometrySource, nullptr);
glCompileShader(geometry);
if (!CheckCompileErrors(geometry, "GEOMETRY")) {
return false;
}
m_program = glCreateProgram();
glAttachShader(m_program, vertex);
glAttachShader(m_program, fragment);
glAttachShader(m_program, geometry);
glLinkProgram(m_program);
if (!CheckLinkErrors(m_program)) {
return false;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
glDeleteShader(geometry);
return true;
}
bool OpenGLShader::CompileCompute(const char* computeSource) {
unsigned int compute = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(compute, 1, &computeSource, nullptr);
glCompileShader(compute);
if (!CheckCompileErrors(compute, "COMPUTE")) {
return false;
}
m_program = glCreateProgram();
glAttachShader(m_program, compute);
glLinkProgram(m_program);
if (!CheckLinkErrors(m_program)) {
return false;
}
glDeleteShader(compute);
return true;
}
bool OpenGLShader::Compile(const char* source, ShaderType type) {
unsigned int shader = 0;
switch (type) {
case ShaderType::Vertex:
shader = glCreateShader(GL_VERTEX_SHADER);
break;
case ShaderType::Fragment:
shader = glCreateShader(GL_FRAGMENT_SHADER);
break;
case ShaderType::Geometry:
shader = glCreateShader(GL_GEOMETRY_SHADER);
break;
case ShaderType::Compute:
shader = glCreateShader(GL_COMPUTE_SHADER);
break;
case ShaderType::TessControl:
shader = glCreateShader(GL_TESS_CONTROL_SHADER);
break;
case ShaderType::TessEvaluation:
shader = glCreateShader(GL_TESS_EVALUATION_SHADER);
break;
default:
return false;
}
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
const char* typeName[] = { "VERTEX", "FRAGMENT", "GEOMETRY", "COMPUTE", "TESS_CONTROL", "TESS_EVALUATION" };
if (!CheckCompileErrors(shader, typeName[(int)type])) {
return false;
}
if (m_program == 0) {
m_program = glCreateProgram();
}
glAttachShader(m_program, shader);
glLinkProgram(m_program);
if (!CheckLinkErrors(m_program)) {
return false;
}
glDeleteShader(shader);
return true;
}
void OpenGLShader::Shutdown() { void OpenGLShader::Shutdown() {
if (m_program) { if (m_program) {
glDeleteProgram(m_program); glDeleteProgram(m_program);
@@ -80,14 +213,34 @@ void OpenGLShader::Use() const {
glUseProgram(m_program); glUseProgram(m_program);
} }
void OpenGLShader::Unbind() const {
glUseProgram(0);
}
void OpenGLShader::SetInt(const std::string& name, int value) const { void OpenGLShader::SetInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(m_program, name.c_str()), value); glUniform1i(glGetUniformLocation(m_program, name.c_str()), value);
} }
void OpenGLShader::SetIntArray(const std::string& name, const int* values, unsigned int count) const {
glUniform1iv(glGetUniformLocation(m_program, name.c_str()), count, values);
}
void OpenGLShader::SetFloat(const std::string& name, float value) const { void OpenGLShader::SetFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(m_program, name.c_str()), value); glUniform1f(glGetUniformLocation(m_program, name.c_str()), value);
} }
void OpenGLShader::SetFloatArray(const std::string& name, const float* values, unsigned int count) const {
glUniform1fv(glGetUniformLocation(m_program, name.c_str()), count, values);
}
void OpenGLShader::SetVec2(const std::string& name, float x, float y) const {
glUniform2f(glGetUniformLocation(m_program, name.c_str()), x, y);
}
void OpenGLShader::SetVec2(const std::string& name, const float* values) const {
glUniform2fv(glGetUniformLocation(m_program, name.c_str()), 1, values);
}
void OpenGLShader::SetVec3(const std::string& name, float x, float y, float z) const { void OpenGLShader::SetVec3(const std::string& name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(m_program, name.c_str()), x, y, z); glUniform3f(glGetUniformLocation(m_program, name.c_str()), x, y, z);
} }
@@ -96,17 +249,41 @@ void OpenGLShader::SetVec3(const std::string& name, const float* values) const {
glUniform3fv(glGetUniformLocation(m_program, name.c_str()), 1, values); glUniform3fv(glGetUniformLocation(m_program, name.c_str()), 1, values);
} }
void OpenGLShader::SetVec4(const std::string& name, float x, float y, float z, float w) const {
glUniform4f(glGetUniformLocation(m_program, name.c_str()), x, y, z, w);
}
void OpenGLShader::SetVec4(const std::string& name, const float* values) const {
glUniform4fv(glGetUniformLocation(m_program, name.c_str()), 1, values);
}
void OpenGLShader::SetMat2(const std::string& name, const float* value) const {
glUniformMatrix2fv(glGetUniformLocation(m_program, name.c_str()), 1, GL_FALSE, value);
}
void OpenGLShader::SetMat3(const std::string& name, const float* value) const {
glUniformMatrix3fv(glGetUniformLocation(m_program, name.c_str()), 1, GL_FALSE, value);
}
void OpenGLShader::SetMat4(const std::string& name, const float* value) const { void OpenGLShader::SetMat4(const std::string& name, const float* value) const {
glUniformMatrix4fv(glGetUniformLocation(m_program, name.c_str()), 1, GL_FALSE, value); glUniformMatrix4fv(glGetUniformLocation(m_program, name.c_str()), 1, GL_FALSE, value);
} }
void OpenGLShader::SetMat4Array(const std::string& name, const float* values, unsigned int count) const {
glUniformMatrix4fv(glGetUniformLocation(m_program, name.c_str()), count, GL_FALSE, values);
}
int OpenGLShader::GetUniformLocation(const std::string& name) const {
return glGetUniformLocation(m_program, name.c_str());
}
bool OpenGLShader::CheckCompileErrors(unsigned int shader, const char* type) { bool OpenGLShader::CheckCompileErrors(unsigned int shader, const char* type) {
int success; int success;
char infoLog[1024]; char infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success); glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) { if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, infoLog); glGetShaderInfoLog(shader, 1024, nullptr, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR: " << type << "\n" << infoLog << std::endl; std::cout << "ERROR::SHADER_COMPILATION_ERROR: " << type << "\n" << infoLog << std::endl;
return false; return false;
} }
@@ -119,7 +296,7 @@ bool OpenGLShader::CheckLinkErrors(unsigned int program) {
glGetProgramiv(program, GL_LINK_STATUS, &success); glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) { if (!success) {
glGetProgramInfoLog(program, 1024, NULL, infoLog); glGetProgramInfoLog(program, 1024, nullptr, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR\n" << infoLog << std::endl; std::cout << "ERROR::PROGRAM_LINKING_ERROR\n" << infoLog << std::endl;
return false; return false;
} }