/* * 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 #include #include #include #include /** * 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 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