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#include "BaseOpenGLProgram.h" |
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#include "Logging.h" |
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#define LOGGER_NAME "OpenGL Program" |
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using namespace Chrysalis; |
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BaseOpenGLProgram::BaseOpenGLProgram(const char* vertexShader, const char* fragmentShader) |
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: vertexShader_(vertexShader), fragmentShader_(fragmentShader) {} |
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BaseOpenGLProgram::~BaseOpenGLProgram() { |
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glDeleteProgram(program_); |
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} |
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GLint BaseOpenGLProgram::prepareShader(const char* shaderCode, const GLenum shaderType) { |
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const GLint shader = glCreateShader(shaderType); |
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glShaderSource(shader, 1, &shaderCode, nullptr); |
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glCompileShader(shader); |
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GLint ok = 0; |
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); |
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if (!ok) { |
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GLint len = 0; |
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); |
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std::vector<char> log(static_cast<size_t>(len)); |
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glGetShaderInfoLog(shader, len, nullptr, log.data()); |
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glDeleteShader(shader); |
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LOG_CRITICAL("Failed to compile vertex shader. Error log: {}.", log.data()); |
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} |
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return shader; |
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} |
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void BaseOpenGLProgram::initialize() { |
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const GLint vertexShader = prepareShader(vertexShader_, GL_VERTEX_SHADER); |
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const GLint fragmentShader = prepareShader(fragmentShader_, GL_FRAGMENT_SHADER); |
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program_ = glCreateProgram(); |
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glAttachShader(program_, vertexShader); |
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glAttachShader(program_, fragmentShader); |
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glLinkProgram(program_); |
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GLint ok = 0; |
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glGetProgramiv(program_, GL_LINK_STATUS, &ok); |
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if (!ok) { |
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GLint len = 0; |
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glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &len); |
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std::vector<char> log(static_cast<size_t>(len)); |
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glGetProgramInfoLog(program_, len, nullptr, log.data()); |
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glDeleteProgram(program_); |
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program_ = 0; |
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LOG_CRITICAL("Failed to link OpenGL program. Error log: {}.", log.data()); |
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} |
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glDeleteShader(vertexShader); |
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glDeleteShader(fragmentShader); |
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} |
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void BaseOpenGLProgram::bind() const { |
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glUseProgram(program_); |
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} |
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void BaseOpenGLProgram::release() { |
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glUseProgram(0); |
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} |
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void BaseOpenGLProgram::setUniformValue(const char* name, const GLint value) const { |
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glUniform1i(glGetUniformLocation(program_, name), value); |
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} |
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void BaseOpenGLProgram::setUniformValue(const char* name, const GLfloat value) const { |
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glUniform1f(glGetUniformLocation(program_, name), value); |
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} |
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void BaseOpenGLProgram::setUniformValue(const char* name, const glm::mat4x4& value) const { |
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glUniformMatrix4fv(glGetUniformLocation(program_, name), 1, GL_FALSE, &value[0][0]); |
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} |
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void BaseOpenGLProgram::setUniformValue(const char* name, const GLfloat x, const GLfloat y, const GLfloat z, const GLfloat w) const { |
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glUniform4f(glGetUniformLocation(program_, name), x, y, z, w); |
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} |
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