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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"
#include "ShaderCompiler.h"

using namespace std;

std::string shaderError = "";
void checkCompileshaderErrorors(GLuint shader, std::string type)
{
	GLint success;
	GLchar infoLog[1024];
	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.c_str());
	}
}

Shader::Shader()
	: NativeClass<Shader>()
{
}

Shader::Shader(LuaBind::VM*vm)
	: NativeClass<Shader>(vm)
{
}

Shader::Shader(LuaBind::VM*vm, std::string& glslShader)
    : NativeClass<Shader>(vm)
{
    // stl的string会在大小超过阈值的情况下在栈里分配,并用RAII保证释放
    std::string vsh ; 
    std::string fsh ;
    try
    {
        GLSLCompiler::Compile(glslShader, vsh, fsh, m_Commands);
    }
    catch (GLSLCompileException& e)
    {
		ReleaseRenderCommandGroup(m_Commands);
        throw ShaderCompileExecption(e.what());
    }
    CompileProgram(vsh.c_str(), fsh.c_str());
}

Shader::Shader(LuaBind::VM* vm, const char* vert, const char* frag)
	: NativeClass<Shader>(vm)
{
    CompileProgram(vert, frag);
}

void Shader::CompileProgram(const char* vert, const char* frag, bool keepSrc)
{
    const char* vertCode = vert;
    const char* fragCode = frag;
    // vertex shader
    m_VertID = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(m_VertID, 1, &vertCode, NULL);//为了支持中文注释,长度传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");
}

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");
}

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");
}

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");
}

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

void Shader::ExecuteCommand()
{
	for (int i = 0; i < m_Commands.size(); ++i)
	{
		m_Commands[i]->Execute();
	}
}