#include "Precomp.h" #include "Shader.h" #include "RenderDevice.h" #include void Shader::Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest) { mIdentifier = identifier; mVertexText = vertexShader; mFragmentText = fragmentShader; mAlphatest = alphatest; } bool Shader::CheckCompile() { bool firstCall = !mProgramBuilt; if (firstCall) { mProgramBuilt = true; CreateProgram(); glUseProgram(mProgram); glUniform1i(glGetUniformLocation(mProgram, "texture1"), 0); glUseProgram(0); } return !mErrors.size(); } std::string Shader::GetCompileError() { std::string lines = "Error compiling "; if (!mVertexShader) lines += "vertex "; else if (!mFragmentShader) lines += "fragment "; lines += "shader \"" + mIdentifier + "\":\r\n"; for (auto c : mErrors) { if (c == '\r') continue; if (c == '\n') lines += "\r\n"; else lines += c; } return lines; } void Shader::Bind() { if (!mProgram || !mProgramBuilt || mErrors.size()) return; glUseProgram(mProgram); } void Shader::CreateProgram() { const char* prefixNAT = R"( #version 150 #line 1 )"; const char* prefixAT = R"( #version 150 #define ALPHA_TEST #line 1 )"; const char* prefix = mAlphatest ? prefixAT : prefixNAT; mVertexShader = CompileShader(prefix + mVertexText, GL_VERTEX_SHADER); if (!mVertexShader) return; mFragmentShader = CompileShader(prefix + mFragmentText, GL_FRAGMENT_SHADER); if (!mFragmentShader) return; 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 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; } static const char* names[(int)UniformName::NumUniforms] = { "rendersettings", "projection", "desaturation", "highlightcolor", "view", "world", "modelnormal", "fillColor", "vertexColor", "stencilColor", "lightPosAndRadius", "lightOrientation", "light2Radius", "lightColor", "ignoreNormals", "spotLight", "campos", "texturefactor", "fogsettings", "fogcolor" }; for (int i = 0; i < (int)UniformName::NumUniforms; i++) { UniformLocations[i] = glGetUniformLocation(mProgram, names[i]); } } 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 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; } void Shader::ReleaseResources() { if (mProgram) glDeleteProgram(mProgram); if (mVertexShader) glDeleteShader(mVertexShader); if (mFragmentShader) glDeleteShader(mFragmentShader); mProgram = 0; mVertexShader = 0; mFragmentShader = 0; }