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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/gl/shader-program.hpp>
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#include <engine/gl/shader-object.hpp>
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#include <engine/gl/opengl/gl-shader-variables.hpp>
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#include <glad/gl.h>
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#include <stdexcept>
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#include <string_view>
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namespace gl {
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shader_program::shader_program()
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{
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// Create an OpenGL shader program
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gl_program_id = glCreateProgram();
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// Handle OpenGL errors
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if (!gl_program_id)
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{
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throw std::runtime_error("Unable to create OpenGL shader program");
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}
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}
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shader_program::~shader_program()
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{
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// Detach all shader objects
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detach_all();
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// Delete the OpenGL shader program
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glDeleteProgram(gl_program_id);
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}
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void shader_program::attach(const shader_object& object)
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{
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if (attached_objects.find(&object) != attached_objects.end())
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{
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throw std::runtime_error("OpenGL shader object already attached to the shader program");
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}
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else
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{
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// Check that both the OpenGL shader program and OpenGL shader object are valid
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if (glIsProgram(gl_program_id) != GL_TRUE)
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{
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throw std::runtime_error("Invalid OpenGL shader program");
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}
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if (glIsShader(object.gl_shader_id) != GL_TRUE)
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{
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throw std::runtime_error("Invalid OpenGL shader object");
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}
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// Attach the OpenGL shader object to the OpenGL shader program
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glAttachShader(gl_program_id, object.gl_shader_id);
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// Add shader object to set of attached objects
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attached_objects.insert(&object);
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}
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}
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void shader_program::detach(const shader_object& object)
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{
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if (attached_objects.find(&object) == attached_objects.end())
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{
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throw std::runtime_error("Shader object is not attached to the shader program.");
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}
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else
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{
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// Check that both the OpenGL shader program and OpenGL shader object are valid
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if (glIsProgram(gl_program_id) != GL_TRUE)
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{
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throw std::runtime_error("Invalid OpenGL shader program");
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}
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if (glIsShader(object.gl_shader_id) != GL_TRUE)
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{
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throw std::runtime_error("Invalid OpenGL shader object");
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}
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// Detach the OpenGL shader object from the OpenGL shader program
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glDetachShader(gl_program_id, object.gl_shader_id);
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// Remove shader object from set of attached objects
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attached_objects.erase(&object);
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}
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}
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void shader_program::detach_all()
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{
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while (!attached_objects.empty())
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{
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detach(**attached_objects.begin());
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}
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}
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bool shader_program::link()
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{
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m_linked = false;
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info_log.clear();
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variable_map.clear();
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// Check that the OpenGL shader program is valid
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if (glIsProgram(gl_program_id) != GL_TRUE)
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{
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throw std::runtime_error("Invalid OpenGL shader program");
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}
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// Link OpenGL shader program
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glLinkProgram(gl_program_id);
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// Get OpenGL shader program linking status
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GLint gl_link_status;
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glGetProgramiv(gl_program_id, GL_LINK_STATUS, &gl_link_status);
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m_linked = (gl_link_status == GL_TRUE);
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// Populate info log string
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if (m_linked)
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{
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// Load shader variables
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load_variables();
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}
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else
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{
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// Get OpenGL shader program info log length
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GLint gl_info_log_length;
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glGetProgramiv(gl_program_id, GL_INFO_LOG_LENGTH, &gl_info_log_length);
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if (gl_info_log_length > 0)
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{
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// Resize string to accommodate OpenGL shader program info log
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info_log.resize(gl_info_log_length);
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// Read OpenGL shader program info log into string
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glGetProgramInfoLog(gl_program_id, gl_info_log_length, &gl_info_log_length, info_log.data());
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// Remove redundant null terminator from string
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info_log.pop_back();
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}
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}
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return m_linked;
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}
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void shader_program::load_variables()
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{
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variable_map.clear();
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// Get maximum uniform name length
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GLint max_uniform_name_length = 0;
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glGetProgramiv(gl_program_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_length);
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// Allocate uniform name buffer
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std::string uniform_name(static_cast<std::size_t>(max_uniform_name_length), '\0');
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// Get number of active uniforms in the shader
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GLint active_uniform_count = 0;
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glGetProgramiv(gl_program_id, GL_ACTIVE_UNIFORMS, &active_uniform_count);
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// Init texture unit index
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GLint texture_index = 0;
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// For each active uniform
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for (GLint uniform_index = 0; uniform_index < active_uniform_count; ++uniform_index)
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{
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// Get uniform info
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GLsizei uniform_name_length;
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GLint uniform_size;
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GLenum uniform_type;
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glGetActiveUniform(gl_program_id, static_cast<GLuint>(uniform_index), static_cast<GLsizei>(max_uniform_name_length), &uniform_name_length, &uniform_size, &uniform_type, uniform_name.data());
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// Get uniform location
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const GLint uniform_location = glGetUniformLocation(gl_program_id, uniform_name.c_str());
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if (uniform_location == -1)
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{
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throw std::runtime_error("Unable to get shader uniform location");
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}
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// Get length of variable name by stripping array notation from uniform name
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std::size_t uniform_base_name_length = static_cast<std::size_t>(uniform_name_length);
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if (std::size_t i = std::string_view(uniform_name.c_str(), uniform_name_length).find_first_of("["); i != std::string::npos)
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{
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uniform_base_name_length = i;
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}
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// Hash variable name to get variable key
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const hash::fnv1a32_t variable_key = hash::fnv1a32<char>({uniform_name.c_str(), uniform_base_name_length});
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// Get size of variable
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const std::size_t variable_size = static_cast<std::size_t>(uniform_size);
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// Construct shader variable
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std::unique_ptr<const gl::shader_variable> variable;
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switch (uniform_type)
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{
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case GL_BOOL:
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variable = std::make_unique<const gl_shader_bool>(variable_size, uniform_location);
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break;
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case GL_BOOL_VEC2:
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variable = std::make_unique<const gl_shader_bvec2>(variable_size, uniform_location);
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break;
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case GL_BOOL_VEC3:
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variable = std::make_unique<const gl_shader_bvec3>(variable_size, uniform_location);
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break;
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case GL_BOOL_VEC4:
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variable = std::make_unique<const gl_shader_bvec4>(variable_size, uniform_location);
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break;
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case GL_INT:
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variable = std::make_unique<const gl_shader_int>(variable_size, uniform_location);
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break;
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case GL_INT_VEC2:
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variable = std::make_unique<const gl_shader_ivec2>(variable_size, uniform_location);
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break;
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case GL_INT_VEC3:
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variable = std::make_unique<const gl_shader_ivec3>(variable_size, uniform_location);
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break;
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case GL_INT_VEC4:
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variable = std::make_unique<const gl_shader_ivec4>(variable_size, uniform_location);
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break;
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case GL_UNSIGNED_INT:
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variable = std::make_unique<const gl_shader_uint>(variable_size, uniform_location);
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break;
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case GL_UNSIGNED_INT_VEC2:
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variable = std::make_unique<const gl_shader_uvec2>(variable_size, uniform_location);
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break;
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case GL_UNSIGNED_INT_VEC3:
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variable = std::make_unique<const gl_shader_uvec3>(variable_size, uniform_location);
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break;
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case GL_UNSIGNED_INT_VEC4:
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variable = std::make_unique<const gl_shader_uvec4>(variable_size, uniform_location);
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break;
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case GL_FLOAT:
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variable = std::make_unique<const gl_shader_float>(variable_size, uniform_location);
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break;
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case GL_FLOAT_VEC2:
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variable = std::make_unique<const gl_shader_fvec2>(variable_size, uniform_location);
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break;
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case GL_FLOAT_VEC3:
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variable = std::make_unique<const gl_shader_fvec3>(variable_size, uniform_location);
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break;
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case GL_FLOAT_VEC4:
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variable = std::make_unique<const gl_shader_fvec4>(variable_size, uniform_location);
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break;
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case GL_FLOAT_MAT2:
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variable = std::make_unique<const gl_shader_fmat2>(variable_size, uniform_location);
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break;
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case GL_FLOAT_MAT3:
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variable = std::make_unique<const gl_shader_fmat3>(variable_size, uniform_location);
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break;
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case GL_FLOAT_MAT4:
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variable = std::make_unique<const gl_shader_fmat4>(variable_size, uniform_location);
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break;
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case GL_SAMPLER_1D:
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case GL_SAMPLER_1D_SHADOW:
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variable = std::make_unique<const gl_shader_texture_1d>(variable_size, uniform_location, texture_index);
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texture_index += uniform_size;
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break;
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case GL_SAMPLER_2D:
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case GL_SAMPLER_2D_SHADOW:
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variable = std::make_unique<const gl_shader_texture_2d>(variable_size, uniform_location, texture_index);
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texture_index += uniform_size;
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break;
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case GL_SAMPLER_3D:
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variable = std::make_unique<const gl_shader_texture_3d>(variable_size, uniform_location, texture_index);
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texture_index += uniform_size;
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break;
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case GL_SAMPLER_CUBE:
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variable = std::make_unique<const gl_shader_texture_cube>(variable_size, uniform_location, texture_index);
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texture_index += uniform_size;
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break;
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default:
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throw std::runtime_error("Unsupported to shader uniform type");
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break;
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}
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// Map variable to variable key
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variable_map.emplace(variable_key, std::move(variable));
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}
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}
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} // namespace gl
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