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path: root/Runtime/Graphics/Shader.cpp
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#include <exception>
#include "Runtime/Debug/log.h"
#include "Shader.h"
#include "OpenGL.h"

void checkCompileshaderErrorors(GLuint shader, std::string type)
{
	GLint success;
	GLchar infoLog[1024];
	std::string shaderError = "";
	if (type != "PROGRAM")
	{
		glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
		if (!success)
		{
			glGetShaderInfoLog(shader, 1024, NULL, infoLog);
			shaderError = "ERROR::SHADER_COMPILATION_ERROR of type: " + type + "\n" + infoLog;
		}
	}
	else
	{
		glGetProgramiv(shader, GL_LINK_STATUS, &success);
		if (!success)
		{
			glGetProgramInfoLog(shader, 1024, NULL, infoLog);
			shaderError = "ERROR::SHADER_COMPILATION_ERROR of type: " + type + "\n" + infoLog;
		}
	}
	if (!success)
	{
		throw ShaderCompileExecption(shaderError);
	}
}

Shader::Shader(LuaBind::VM*vm, bool keepSrc)
	: NativeClass<Shader>(vm)
	, m_KeepSrc(keepSrc)
{
}

Shader::Shader(LuaBind::VM* vm, std::string& vert, std::string& frag, bool keepSrc)
	: NativeClass<Shader>(vm)
	, m_KeepSrc(keepSrc)
{
	const char* vertCode = vert.c_str();
	const char* fragCode = frag.c_str();
	// vertex shader
	m_VertID = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(m_VertID, 1, &vertCode, NULL);
	glCompileShader(m_VertID);
	checkCompileshaderErrorors(m_VertID, "VERTEX");
	// fragment Shader
	m_FragID = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(m_FragID, 1, &fragCode, NULL);
	glCompileShader(m_FragID);
	checkCompileshaderErrorors(m_FragID, "FRAGMENT");
	// create program
	m_ProgramID = glCreateProgram();
	glAttachShader(m_ProgramID, m_VertID);
	glAttachShader(m_ProgramID, m_FragID);
	glLinkProgram(m_ProgramID);
	checkCompileshaderErrorors(m_FragID, "PROGRAM");
	// keep src
	if (keepSrc)
	{
		m_VertSrc = vert;
		m_FragSrc = frag;
	}
}

Shader::~Shader()
{
	glDeleteProgram(m_ProgramID);
	glDeleteShader(m_VertID);
	glDeleteShader(m_FragID);
}

void Shader::ReCompile(std::string& vert, std::string frag)
{
	const char* vertCode = vert.c_str();
	const char* fragCode = frag.c_str();
	// vertex shader
	glShaderSource(m_VertID, 1, &vertCode, NULL);
	glCompileShader(m_VertID);
	checkCompileshaderErrorors(m_VertID, "VERTEX");
	// fragment Shader
	glShaderSource(m_FragID, 1, &fragCode, NULL);
	glCompileShader(m_FragID);
	checkCompileshaderErrorors(m_FragID, "FRAGMENT");
	// create program
	glAttachShader(m_ProgramID, m_VertID);
	glAttachShader(m_ProgramID, m_FragID);
	glLinkProgram(m_ProgramID);
	checkCompileshaderErrorors(m_FragID, "PROGRAM");
	// 
	if (m_KeepSrc)
	{
		m_VertSrc = vert;
		m_FragSrc = frag;
	}
}

void Shader::ReCompileVert(std::string& vert)
{
	glDeleteShader(m_VertID);
	const char* vertCode = vert.c_str();
	// vertex shader
	glShaderSource(m_VertID, 1, &vertCode, NULL);
	glCompileShader(m_VertID);
	checkCompileshaderErrorors(m_VertID, "VERTEX");
	// create program
	glAttachShader(m_ProgramID, m_VertID);
	glAttachShader(m_ProgramID, m_FragID);
	glLinkProgram(m_ProgramID);
	checkCompileshaderErrorors(m_FragID, "PROGRAM");
	// 
	if (m_KeepSrc)
	{
		m_VertSrc = vert;
	}
}

void Shader::ReCompileFrag(std::string frag)
{
	glDeleteShader(m_FragID);
	const char* fragCode = frag.c_str();
	// fragment Shader
	glShaderSource(m_FragID, 1, &fragCode, NULL);
	glCompileShader(m_FragID);
	checkCompileshaderErrorors(m_FragID, "FRAGMENT");
	// create program
	glAttachShader(m_ProgramID, m_VertID);
	glAttachShader(m_ProgramID, m_FragID);
	glLinkProgram(m_ProgramID);
	checkCompileshaderErrorors(m_FragID, "PROGRAM");
	// 
	if (m_KeepSrc)
	{
		m_FragSrc = frag;
	}
}

bool Shader::IsValid()
{
	return m_ProgramID != 0;
}