129 lines
4.5 KiB
C++
Executable File
129 lines
4.5 KiB
C++
Executable File
/*
|
|
* 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>
|
|
|
|
class shader_base {
|
|
protected:
|
|
struct IntDefaultedToMinusOne {
|
|
GLint i = -1;
|
|
};
|
|
std::unordered_map<std::string, IntDefaultedToMinusOne> 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
|