- Relocated OpenGLDevice, OpenGLShader, OpenGLBuffer, OpenGLVertexArray, OpenGLTexture to engine/ - Updated engine/CMakeLists.txt to include OpenGL backend source files - Updated tests/OpenGL/CMakeLists.txt to use engine backend - Added OpenGLTexture class implementation
131 lines
3.5 KiB
C++
131 lines
3.5 KiB
C++
#define GLFW_INCLUDE_NONE
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#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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namespace XCEngine {
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namespace RHI {
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OpenGLShader::OpenGLShader()
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: m_program(0) {
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}
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OpenGLShader::~OpenGLShader() {
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Shutdown();
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}
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bool OpenGLShader::CompileFromFile(const char* vertexPath, const char* fragmentPath) {
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std::string vertexCode, fragmentCode;
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std::ifstream vShaderFile(vertexPath), fShaderFile(fragmentPath);
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if (!vShaderFile.is_open() || !fShaderFile.is_open()) {
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return false;
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}
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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return Compile(vertexCode.c_str(), fragmentCode.c_str());
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}
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bool OpenGLShader::Compile(const char* vertexSource, const char* fragmentSource) {
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unsigned int vertex, fragment;
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vertexSource, NULL);
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glCompileShader(vertex);
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if (!CheckCompileErrors(vertex, "VERTEX")) {
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return false;
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}
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fragmentSource, NULL);
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glCompileShader(fragment);
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if (!CheckCompileErrors(fragment, "FRAGMENT")) {
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return false;
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}
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m_program = glCreateProgram();
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glAttachShader(m_program, vertex);
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glAttachShader(m_program, fragment);
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glLinkProgram(m_program);
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if (!CheckLinkErrors(m_program)) {
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return false;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return true;
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}
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void OpenGLShader::Shutdown() {
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if (m_program) {
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glDeleteProgram(m_program);
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m_program = 0;
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}
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}
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void OpenGLShader::Use() const {
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glUseProgram(m_program);
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}
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void OpenGLShader::SetInt(const std::string& name, int value) const {
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glUniform1i(glGetUniformLocation(m_program, name.c_str()), value);
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}
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void OpenGLShader::SetFloat(const std::string& name, float value) const {
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glUniform1f(glGetUniformLocation(m_program, name.c_str()), value);
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}
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void OpenGLShader::SetVec3(const std::string& name, float x, float y, float z) const {
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glUniform3f(glGetUniformLocation(m_program, name.c_str()), x, y, z);
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}
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void OpenGLShader::SetVec3(const std::string& name, const float* values) const {
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glUniform3fv(glGetUniformLocation(m_program, name.c_str()), 1, values);
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}
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void OpenGLShader::SetMat4(const std::string& name, const float* value) const {
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glUniformMatrix4fv(glGetUniformLocation(m_program, name.c_str()), 1, GL_FALSE, value);
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}
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bool OpenGLShader::CheckCompileErrors(unsigned int shader, const char* type) {
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int success;
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char infoLog[1024];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR: " << type << "\n" << infoLog << std::endl;
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return false;
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}
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return true;
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}
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bool OpenGLShader::CheckLinkErrors(unsigned int program) {
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int success;
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char infoLog[1024];
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR\n" << infoLog << std::endl;
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return false;
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}
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return true;
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}
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} // namespace RHI
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} // namespace XCEngine
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