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path: root/source/modules/asura-core/graphics/shader.cpp
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#include <asura-utils/exceptions/exception.h>

#include "shader_source.h"
#include "shader.h"

using namespace std;

namespace AsuraEngine
{
	namespace Graphics
	{

		Shader::Shader()
		{
			mProgram = glCreateProgram();
			if (mProgram == 0)
				throw Exception("Cannot create OpenGL shader program.");

			mVertShader = glCreateShader(GL_VERTEX_SHADER);
			if (mVertShader == 0)
			{
				glDeleteProgram(mProgram);
				throw Exception("Cannot create OpenGL vertex shader.");
			}

			mFragShader = glCreateShader(GL_FRAGMENT_SHADER);
			if (mFragShader == 0)
			{
				glDeleteProgram(mProgram);
				glDeleteShader(mVertShader);
				throw Exception("Cannot create OpenGL fragment shader.");
			}
		}

		Shader::~Shader()
		{
			glDeleteShader(mVertShader);
			glDeleteShader(mFragShader);
			glDeleteProgram(mProgram);
		}

		bool Shader::Renew(AEIO::DecodedData* db)
		{
			if (!db) return false; 
			ShaderSouce* shaderSource = static_cast<ShaderSouce*>(db); 
			if (!shaderSource) return false; 

			GLenum err = GL_NO_ERROR; 
			const GLchar* source;
			GLint success;
			string warnning = "";

			// Compile vertex shader.
			source = shaderSource->mVert.c_str();
			glShaderSource(mVertShader, 1, &source, NULL);
			glCompileShader(mVertShader);
			glGetShaderiv(mVertShader, GL_COMPILE_STATUS, &success);
			if (success == GL_FALSE)
			{
				warnning = GetShaderWarnings(mVertShader);
				throw Exception("Compile vertex shader failed:\n%s", warnning.c_str());
			}

			// Compile fragment shader. 
			source = shaderSource->mFrag.c_str();
			glShaderSource(mFragShader, 1, &source, NULL);
			glCompileShader(mFragShader);
			glGetShaderiv(mFragShader, GL_COMPILE_STATUS, &success);
			if (success == GL_FALSE)
			{
				warnning = GetShaderWarnings(mFragShader);
				throw Exception("Compile fragment shader failed:\n%s", warnning.c_str());
			}

			// Link program. 
			glAttachShader(mProgram, mVertShader);
			glAttachShader(mProgram, mFragShader);
			glLinkProgram(mProgram);
			glGetProgramiv(mProgram, GL_LINK_STATUS, &success);
			if (success == GL_FALSE)
			{
				warnning = GetProgramWarnings();
				throw Exception("Link shader program failed:\n%s", warnning.c_str());
			}
		}

		uint Shader::GetUniformLocation(const std::string& uniform)
		{
			return 0;
		}

		GLuint Shader::GetGLProgramHandle()
		{
			return mProgram;
		}

		void Shader::Use()
		{
			if (mProgram != 0)
			{
				gl.UseShader(this);
			}
		}

		void Shader::Unuse()
		{
			gl.UnuseShader();
		}

		void Shader::SetUniformFloat(uint loc, float value)
		{
			if(gl.state.shader == this)
				glUniform1f(loc, value);
		}

		void Shader::SetUniformTexture(uint loc, const Texture& texture)
		{
			if (gl.state.shader == this)
				glUniform1i(loc, texture.GetGLTextureHandle());
		}

		void Shader::SetUniformVector2(uint loc, const Math::Vector2f& vec2)
		{
			if (gl.state.shader == this)
				glUniform2f(loc, vec2.x, vec2.y);
		}

		void Shader::SetUniformVector3(uint loc, const Math::Vector3f& vec3)
		{
			if (gl.state.shader == this)
				glUniform3f(loc, vec3.x, vec3.y, vec3.z);
		}

		void Shader::SetUniformVector4(uint loc, const Math::Vector4f& vec4)
		{
			if (gl.state.shader == this)
				glUniform4f(loc, vec4.x, vec4.y, vec4.z, vec4.w);
		}

		uint Shader::GetGLTextureUnitCount()
		{
			GLint maxTextureUnits = 0;
			glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
			return (uint)maxTextureUnits;
		}

		std::string Shader::GetProgramWarnings()
		{
			GLint strsize, nullpos;
			glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &strsize);

			if (strsize == 0)
				return "";

			char *tempstr = new char[strsize];

			memset(tempstr, '\0', strsize);
			glGetProgramInfoLog(mProgram, strsize, &nullpos, tempstr);
			tempstr[nullpos] = '\0';

			std::string warnings(tempstr);
			delete[] tempstr;

			return warnings;
		}

		std::string Shader::GetShaderWarnings(GLuint shader)
		{
			GLint strsize, nullpos;
			glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &strsize);

			if (strsize == 0)
				return "";

			char *tempstr = new char[strsize];

			memset(tempstr, '\0', strsize);
			glGetShaderInfoLog(shader, strsize, &nullpos, tempstr);
			tempstr[nullpos] = '\0';

			std::string warnings(tempstr);
			delete[] tempstr;

			return warnings;
		}

	}
}