From 60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 Mon Sep 17 00:00:00 2001 From: chai Date: Mon, 13 Dec 2021 00:07:19 +0800 Subject: +init --- Client/Source/Graphics/Shader.cpp | 154 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 154 insertions(+) create mode 100644 Client/Source/Graphics/Shader.cpp (limited to 'Client/Source/Graphics/Shader.cpp') diff --git a/Client/Source/Graphics/Shader.cpp b/Client/Source/Graphics/Shader.cpp new file mode 100644 index 0000000..899578b --- /dev/null +++ b/Client/Source/Graphics/Shader.cpp @@ -0,0 +1,154 @@ +#include + +#include "../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() +{ +} + +Shader::Shader(std::string& glsllShader) +{ + // 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(glsllShader, vsh, fsh, m_Commands); + } + catch (GLSLCompileException& e) + { + ReleaseRenderCommandGroup(m_Commands); + throw ShaderCompileExecption(e.what()); + } + CompileProgram(vsh.c_str(), fsh.c_str()); +} + +Shader::Shader(const char* vert, const char* frag) +{ + 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_ProgramID, "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(); + } +} \ No newline at end of file -- cgit v1.1-26-g67d0