2019-08-12 06:33:40 +00:00
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#include "Precomp.h"
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#include "Shader.h"
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#include "VertexDeclaration.h"
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#include "RenderDevice.h"
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#include <stdexcept>
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2019-08-14 05:55:21 +00:00
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void Shader::ReleaseResources()
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2019-08-12 06:33:40 +00:00
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{
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2019-08-14 05:55:21 +00:00
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if (mProgram)
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glDeleteProgram(mProgram);
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if (mVertexShader)
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glDeleteShader(mVertexShader);
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if (mFragmentShader)
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glDeleteShader(mFragmentShader);
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mProgram = 0;
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mVertexShader = 0;
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mFragmentShader = 0;
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2019-08-12 06:33:40 +00:00
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}
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bool Shader::Compile(const std::string& vertexShader, const std::string& fragmentShader)
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{
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mVertexShader = CompileShader(vertexShader, GL_VERTEX_SHADER);
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if (!mVertexShader)
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return false;
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mFragmentShader = CompileShader(fragmentShader, GL_FRAGMENT_SHADER);
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if (!mFragmentShader)
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return false;
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mProgram = glCreateProgram();
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glAttachShader(mProgram, mVertexShader);
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glAttachShader(mProgram, mFragmentShader);
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Position, "AttrPosition");
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Color, "AttrColor");
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::TextureCoordinate, "AttrUV");
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Normal, "AttrNormal");
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glLinkProgram(mProgram);
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GLint status = 0;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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if (status != GL_TRUE)
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{
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GLsizei length = 0;
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &length);
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std::vector<GLchar> errors(length + (size_t)1);
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glGetProgramInfoLog(mProgram, (GLsizei)errors.size(), &length, errors.data());
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mErrors = { errors.begin(), errors.begin() + length };
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glDeleteProgram(mProgram);
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glDeleteShader(mVertexShader);
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glDeleteShader(mFragmentShader);
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mProgram = 0;
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mVertexShader = 0;
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mFragmentShader = 0;
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return false;
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}
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TransformLocations[(int)TransformState::World] = glGetUniformLocation(mProgram, "World");
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TransformLocations[(int)TransformState::View] = glGetUniformLocation(mProgram, "View");
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TransformLocations[(int)TransformState::Projection] = glGetUniformLocation(mProgram, "Projection");
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2019-08-14 10:36:33 +00:00
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static const char* names[(int)UniformName::NumUniforms] = {
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"rendersettings",
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"transformsettings",
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"desaturation",
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"highlightcolor",
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"worldviewproj",
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"world",
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"modelnormal",
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"fillColor",
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"vertexColor",
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"stencilColor",
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"lightPosAndRadius",
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"lightOrientation",
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"light2Radius",
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"lightColor",
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"ignoreNormals",
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"spotLight",
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"campos"
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};
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for (int i = 0; i < (int)UniformName::NumUniforms; i++)
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{
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UniformLocations[i] = glGetUniformLocation(mProgram, names[i]);
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}
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2019-08-12 06:33:40 +00:00
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return mProgram;
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}
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GLuint Shader::CompileShader(const std::string& code, GLenum type)
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{
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GLuint shader = glCreateShader(type);
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const GLchar* sources[] = { (GLchar*)code.data() };
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const GLint lengths[] = { (GLint)code.size() };
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glShaderSource(shader, 1, sources, lengths);
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glCompileShader(shader);
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GLint status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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GLsizei length = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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std::vector<GLchar> errors(length + (size_t)1);
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glGetShaderInfoLog(shader, (GLsizei)errors.size(), &length, errors.data());
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mErrors = { errors.begin(), errors.begin() + length };
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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