COSC-3P98-Assigment-3/include/high_perf/gl_util.h

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2023-04-01 15:48:31 -04:00
/*
* Created by Brett on 31/03/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef ASSIGN3_GL_UTIL_H
#define ASSIGN3_GL_UTIL_H
#include <glad/gl.h>
#include <blt/math/math.h>
#include <blt/std/string.h>
#include <string>
#include <unordered_map>
/**
* Note: This is taken from my final project,
* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
*/
class shader {
private:
struct IntDefaultedToMinusOne {
GLint i = -1;
};
// we can have shaders of many types in OpenGL
unsigned int programID = 0;
// but we will only make use of these two for now
unsigned int vertexShaderID = 0;
unsigned int fragmentShaderID = 0;
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
unsigned int geometryShaderID = 0;
// this would be very useful however it is highly unlikely webgl will support it
// im leaving some of this stuff in here because I might expand the native application to use some of it.
// im trying to keep the web and native versions the same though
unsigned int tessellationShaderID = 0;
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
static unsigned int createShader(const std::string& source, int type);
inline GLint getUniformLocation(const std::string &name) {
if (uniformVars[name].i != -1)
return uniformVars[name].i;
// caching the result is a lot faster since it won't change after the shader is created.
// TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html
int loc = glGetUniformLocation(programID, name.c_str());
uniformVars[name].i = loc;
return loc;
}
static inline std::string removeEmptyFirstLines(const std::string& string){
auto lines = blt::string::split(string, "\n");
std::string new_source_string;
for (const auto& line : lines) {
if (!line.empty() && !blt::string::contains(line, "\"")) {
new_source_string += line;
new_source_string += "\n";
}
}
return new_source_string;
}
public:
/**
* Creates a shader
* @param vertex vertex shader source or file
* @param fragment fragment shader source or file
* @param geometry geometry shader source or file (optional)
* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
*/
shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
shader(shader&& move) noexcept;
// used to set the location of VAOs to the in variables in opengl shaders.
void bindAttribute(int attribute, const std::string &name) const;
// used to set location of shared UBOs like the perspective and view matrix
void setUniformBlockLocation(const std::string &name, int location) const;
// set various data-types.
inline void setBool(const std::string &name, bool value) {
glUniform1i(getUniformLocation(name), (int) value);
}
inline void setInt(const std::string &name, int value) {
glUniform1i(getUniformLocation(name), value);
}
inline void setFloat(const std::string &name, float value) {
glUniform1f(getUniformLocation(name), value);
}
inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
}
inline void setVec3(const std::string &name, const blt::vec3 &vec) {
glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
}
inline void setVec4(const std::string &name, const blt::vec4 &vec) {
// TODO: edit BLT to include a w component
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]);
}
inline void setVec2(const std::string &name, float x, float y) {
glUniform2f(getUniformLocation(name), x, y);
}
inline void setVec3(const std::string &name, float x, float y, float z) {
glUniform3f(getUniformLocation(name), x, y, z);
}
inline void setVec4(const std::string &name, float x, float y, float z, float w) {
glUniform4f(getUniformLocation(name), x, y, z, w);
}
inline void bind() const {
glUseProgram(programID);
}
static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
static void updateViewMatrix(const blt::mat4x4& viewMatrix);
// returns the perspective view matrix which is calculated per frame. (This is for optimization)
static const blt::mat4x4& getPVM();
~shader();
};
#endif //ASSIGN3_GL_UTIL_H