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