first commit

This commit is contained in:
Lenn
2026-01-30 22:50:09 +08:00
commit 755aadb3c7
9 changed files with 1629 additions and 0 deletions

190
lopenglprogram.cpp Normal file
View File

@@ -0,0 +1,190 @@
#include "lopenglprogram.h"
#include <iostream>
LOpenGLShader::LOpenGLShader(LOpenGLShader::ShaderType type)
: shaderType_(type), compiled_(false) {}
LOpenGLShader::~LOpenGLShader() {
if (shaderId_ != 0) {
glDeleteShader(shaderId_);
}
}
bool LOpenGLShader::compileShaderFromSource(const char *source) {
if (!source || compiled_) {
return false;
}
switch (shaderType_) {
case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break;
case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break;
default:
return false;
}
glShaderSource(shaderId_, 1, &source, NULL);
glCompileShader(shaderId_);
int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
shaderLog_ = std::string(infoLog);
return false;
}
compiled_ = true;
return true;
}
bool LOpenGLShader::compileShaderFromSource(const std::string &source) {
if (source.empty() || compiled_) {
return false;
}
switch (shaderType_) {
case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break;
case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break;
default:
return false;
}
auto source_ch = source.c_str();
glShaderSource(shaderId_, 1, &source_ch, nullptr);
glCompileShader(shaderId_);
int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, nullptr, infoLog);
shaderLog_ = std::string(infoLog);
return false;
}
compiled_ = true;
return true;
}
bool LOpenGLShader::compileShaderFromFile(const std::string &path) {
std::string shaderCode;
std::fstream shaderFile;
std::stringstream shaderStream;
shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
shaderFile.open(path);
shaderStream << shaderFile.rdbuf();
shaderFile.close();
shaderCode = shaderStream.str();
} catch (std::ifstream::failure e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
if (shaderCode.empty() || compiled_) {
return false;
}
switch (shaderType_) {
case Vertex:
shaderId_ = glCreateShader(GL_VERTEX_SHADER);
break;
case Fragment:
shaderId_ = glCreateShader(GL_FRAGMENT_SHADER);
break;
default:
return false;
}
auto source_ch = shaderCode.c_str();
glShaderSource(shaderId_, 1, &source_ch, NULL);
glCompileShader(shaderId_);
int success = 0;
glGetShaderiv(shaderId_, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shaderId_, 512, NULL, infoLog);
shaderLog_ = std::string(infoLog);
return false;
}
compiled_ = true;
return true;
}
LOpenGLProgram::LOpenGLProgram() : linked_(false) {
Create();
}
LOpenGLProgram::~LOpenGLProgram() {
glDeleteProgram(programId_);
}
void LOpenGLProgram::Create() { programId_ = glCreateProgram(); }
bool LOpenGLProgram::Link() const {
if (!created_ || linked_ || shaderList_.empty()) {
return false;
}
glLinkProgram(programId_);
return true;
}
void LOpenGLProgram::Use() const {
if (!linked_)
return;
glUseProgram(programId_);
}
void LOpenGLProgram::setUniformValue(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(programId_, name.c_str()), value);
}
void LOpenGLProgram::setUniformValue(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(programId_, name.c_str()), value);
}
void LOpenGLProgram::setUniformValue(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(programId_, name.c_str()), static_cast<int>(value));
}
void LOpenGLProgram::setUniformValue(const std::string &name, glm::vec3 value) const {
glUniform3fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0]);
}
void LOpenGLProgram::setUniformValue(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(programId_, name.c_str()), x, y, z);
}
void LOpenGLProgram::setUniformValue(const std::string &name, glm::mat4 value) const {
glUniform4fv(glGetUniformLocation(programId_, name.c_str()), 1, &value[0][0]);
}
bool LOpenGLProgram::addShader(std::unique_ptr<LOpenGLShader> shader) {
if (!shader || !shader->Compiled()) {
return false;
}
if (!created_) {
return false;
}
glAttachShader(programId_, shader->shaderId_);
shaderList_.push_back(std::move(shader));
return true;
}
void LOpenGLProgram::removeShader(GLuint id) {
for (auto ite = shaderList_.begin(); ite != shaderList_.end(); ++ite) {
if ((*ite)->shaderId_ == id) {
glDetachShader(programId_, id);
shaderList_.erase(ite);
}
}
}