UltimateZoneBuilder/Source/Native/Shader.cpp

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#include "Precomp.h"
#include "Shader.h"
#include "RenderDevice.h"
#include <stdexcept>
void Shader::ReleaseResources()
{
if (mProgram)
glDeleteProgram(mProgram);
if (mVertexShader)
glDeleteShader(mVertexShader);
if (mFragmentShader)
glDeleteShader(mFragmentShader);
mProgram = 0;
mVertexShader = 0;
mFragmentShader = 0;
}
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bool Shader::Compile(const std::string& vertexShader, const std::string& fragmentShader, bool alphatest)
{
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const char* prefixNAT = R"(
#version 150
#line 1
)";
const char* prefixAT = R"(
#version 150
#define ALPHA_TEST
#line 1
)";
const char* prefix = alphatest ? prefixAT : prefixNAT;
mVertexShader = CompileShader(prefix + vertexShader, GL_VERTEX_SHADER);
if (!mVertexShader)
return false;
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mFragmentShader = CompileShader(prefix + fragmentShader, GL_FRAGMENT_SHADER);
if (!mFragmentShader)
return false;
mProgram = glCreateProgram();
glAttachShader(mProgram, mVertexShader);
glAttachShader(mProgram, mFragmentShader);
glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Position, "AttrPosition");
glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Color, "AttrColor");
glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::TextureCoordinate, "AttrUV");
glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Normal, "AttrNormal");
glLinkProgram(mProgram);
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status != GL_TRUE)
{
GLsizei length = 0;
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &length);
std::vector<GLchar> errors(length + (size_t)1);
glGetProgramInfoLog(mProgram, (GLsizei)errors.size(), &length, errors.data());
mErrors = { errors.begin(), errors.begin() + length };
glDeleteProgram(mProgram);
glDeleteShader(mVertexShader);
glDeleteShader(mFragmentShader);
mProgram = 0;
mVertexShader = 0;
mFragmentShader = 0;
return false;
}
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static const char* names[(int)UniformName::NumUniforms] = {
"rendersettings",
"transformsettings",
"desaturation",
"highlightcolor",
"worldviewproj",
"world",
"modelnormal",
"fillColor",
"vertexColor",
"stencilColor",
"lightPosAndRadius",
"lightOrientation",
"light2Radius",
"lightColor",
"ignoreNormals",
"spotLight",
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"campos",
"texturefactor"
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};
for (int i = 0; i < (int)UniformName::NumUniforms; i++)
{
UniformLocations[i] = glGetUniformLocation(mProgram, names[i]);
}
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for (int i = 0; i < MaxSamplers; i++)
{
SamplerLocations[i] = glGetUniformLocation(mProgram, ("texture" + std::to_string(i + 1)).c_str());
}
return mProgram;
}
GLuint Shader::CompileShader(const std::string& code, GLenum type)
{
GLuint shader = glCreateShader(type);
const GLchar* sources[] = { (GLchar*)code.data() };
const GLint lengths[] = { (GLint)code.size() };
glShaderSource(shader, 1, sources, lengths);
glCompileShader(shader);
GLint status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
GLsizei length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<GLchar> errors(length + (size_t)1);
glGetShaderInfoLog(shader, (GLsizei)errors.size(), &length, errors.data());
mErrors = { errors.begin(), errors.begin() + length };
glDeleteShader(shader);
return 0;
}
return shader;
}