/* * 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 class shader_base { protected: struct IntDefaultedToMinusOne { GLint i = -1; }; std::unordered_map uniformVars; GLuint programID = 0; inline GLint getUniformLocation(const std::string &name) { if (uniformVars[name].i != -1) return uniformVars[name].i; int loc = glGetUniformLocation(programID, name.c_str()); uniformVars[name].i = loc; return loc; } public: inline void bind() const { glUseProgram(programID); } 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) { glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w()); } 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); } }; /** * This part was made for this assignment and will likely be used in future projects */ class compute_shader : public shader_base { private: GLuint shaderID = 0; public: explicit compute_shader(const std::string& shader_source, bool loadAsString = true); inline void execute(int x, int y, int z) const { bind(); glDispatchCompute(x, y, z); } ~compute_shader(); }; /** * Note: This is taken from my final project, * https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h */ class shader : public shader_base { private: GLuint vertexShaderID = 0; GLuint fragmentShaderID = 0; // while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!) GLuint 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 GLuint tessellationShaderID = 0; static unsigned int createShader(const std::string& source, int type); 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; ~shader(); }; #endif //ASSIGN3_GL_UTIL_H