133 lines
5.3 KiB
C
133 lines
5.3 KiB
C
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/*
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* Created by Brett on 31/03/23.
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* Licensed under GNU General Public License V3.0
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* See LICENSE file for license detail
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*/
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#ifndef ASSIGN3_GL_UTIL_H
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#define ASSIGN3_GL_UTIL_H
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#include <glad/gl.h>
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#include <blt/math/math.h>
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#include <blt/std/string.h>
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#include <string>
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#include <unordered_map>
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/**
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* Note: This is taken from my final project,
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* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
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*/
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class shader {
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private:
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struct IntDefaultedToMinusOne {
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GLint i = -1;
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};
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// we can have shaders of many types in OpenGL
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unsigned int programID = 0;
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// but we will only make use of these two for now
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unsigned int vertexShaderID = 0;
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unsigned int fragmentShaderID = 0;
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// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
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unsigned int geometryShaderID = 0;
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// this would be very useful however it is highly unlikely webgl will support it
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// im leaving some of this stuff in here because I might expand the native application to use some of it.
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// im trying to keep the web and native versions the same though
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unsigned int tessellationShaderID = 0;
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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static unsigned int createShader(const std::string& source, int type);
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inline GLint getUniformLocation(const std::string &name) {
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if (uniformVars[name].i != -1)
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return uniformVars[name].i;
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// caching the result is a lot faster since it won't change after the shader is created.
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// TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html
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int loc = glGetUniformLocation(programID, name.c_str());
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uniformVars[name].i = loc;
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return loc;
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}
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static inline std::string removeEmptyFirstLines(const std::string& string){
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auto lines = blt::string::split(string, "\n");
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std::string new_source_string;
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for (const auto& line : lines) {
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if (!line.empty() && !blt::string::contains(line, "\"")) {
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new_source_string += line;
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new_source_string += "\n";
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}
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}
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return new_source_string;
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}
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public:
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/**
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* Creates a shader
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* @param vertex vertex shader source or file
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* @param fragment fragment shader source or file
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* @param geometry geometry shader source or file (optional)
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* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
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*/
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shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
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shader(shader&& move) noexcept;
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// used to set the location of VAOs to the in variables in opengl shaders.
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void bindAttribute(int attribute, const std::string &name) const;
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// used to set location of shared UBOs like the perspective and view matrix
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void setUniformBlockLocation(const std::string &name, int location) const;
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// set various data-types.
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inline void setBool(const std::string &name, bool value) {
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glUniform1i(getUniformLocation(name), (int) value);
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}
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inline void setInt(const std::string &name, int value) {
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glUniform1i(getUniformLocation(name), value);
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}
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inline void setFloat(const std::string &name, float value) {
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glUniform1f(getUniformLocation(name), value);
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}
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inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
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}
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inline void setVec3(const std::string &name, const blt::vec3 &vec) {
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glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
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}
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inline void setVec4(const std::string &name, const blt::vec4 &vec) {
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// TODO: edit BLT to include a w component
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]);
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}
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inline void setVec2(const std::string &name, float x, float y) {
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glUniform2f(getUniformLocation(name), x, y);
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}
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inline void setVec3(const std::string &name, float x, float y, float z) {
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glUniform3f(getUniformLocation(name), x, y, z);
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}
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inline void setVec4(const std::string &name, float x, float y, float z, float w) {
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glUniform4f(getUniformLocation(name), x, y, z, w);
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}
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inline void bind() const {
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glUseProgram(programID);
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}
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static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
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static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
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static void updateViewMatrix(const blt::mat4x4& viewMatrix);
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// returns the perspective view matrix which is calculated per frame. (This is for optimization)
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static const blt::mat4x4& getPVM();
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~shader();
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};
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#endif //ASSIGN3_GL_UTIL_H
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