restructure v2
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e01595e155
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20 changed files with 910 additions and 791 deletions
176
engine/Backend/Shader.cpp
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176
engine/Backend/Shader.cpp
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#include "Shader.h"
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#include <fstream>
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#include <sstream>
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#include <iostream>
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Shader::Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode, fragmentCode;
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std::ifstream vertexFile, fragmentFile;
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vertexFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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fragmentFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// Open the files
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vertexFile.open(vertexPath);
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fragmentFile.open(fragmentPath);
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std::stringstream vertexStream, fragmentStream;
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// Save the contents to our streams
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vertexStream << vertexFile.rdbuf();
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fragmentStream << fragmentFile.rdbuf();
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// Close files
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vertexFile.close();
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fragmentFile.close();
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// Save the contents to our strings
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vertexCode = vertexStream.str();
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fragmentCode = fragmentStream.str();
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// Fix encoding issues, specifically for Linux
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//vertexCode.erase(std::remove(vertexCode.begin(), vertexCode.end(), '\r'), vertexCode.end());
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//fragmentCode.erase(std::remove(fragmentCode.begin(), fragmentCode.end(), '\r'), fragmentCode.end());
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
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}
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const char* vertexShaderSource = vertexCode.c_str();
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const char* fragmentShaderSource = fragmentCode.c_str();
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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checkCompileErrors(vertexShader, "VERTEX");
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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checkCompileErrors(fragmentShader, "FRAGMENT");
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ID = glCreateProgram();
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glAttachShader(ID, vertexShader);
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glAttachShader(ID, fragmentShader);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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}
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void Shader::Use() const
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{
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glUseProgram(ID);
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};
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// Setters
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void Shader::setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void Shader::setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void Shader::setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void Shader::setVec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void Shader::setVec2(const std::string &name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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// ------------------------------------------------------------------------
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void Shader::setVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void Shader::setVec3(const std::string &name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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// ------------------------------------------------------------------------
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void Shader::setArr(const std::string &name, const GLint value[], const int &count) const
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{
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glUniform1iv(glGetUniformLocation(ID, name.c_str()), count, value);
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}
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// ------------------------------------------------------------------------
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void Shader::setVec4(const std::string &name, const glm::vec4 &value) const
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{
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void Shader::setVec4(const std::string &name, float x, float y, float z, float w) const
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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// ------------------------------------------------------------------------
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void Shader::setMat2(const std::string &name, const glm::mat2 &mat) const
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{
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void Shader::setMat3(const std::string &name, const glm::mat3 &mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void Shader::setMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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void Shader::setDecal(int index, GLint tex, float opacity, const glm::vec4& uvCoords) const {
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std::string indexStr = std::to_string(index);
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GLint texLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].tex").c_str());
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if (texLoc != -1) glUniform1i(texLoc, tex);
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GLint opLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].opacity").c_str());
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if (opLoc != -1) glUniform1f(opLoc, opacity);
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GLint uvLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].uvCoords").c_str());
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if (uvLoc != -1) {
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glUniform4fv(uvLoc, 1, &uvCoords[0]);
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}
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}
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void Shader::checkCompileErrors(unsigned int shader, std::string type)
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{
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int success;
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char infoLog[1024];
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if (type != "PROGRAM")
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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else
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{
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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}
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