shader.cpp 5.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217
  1. #include "shader.h"
  2. #include <QByteArray>
  3. #include <QDebug>
  4. #include <QFile>
  5. #include <QTextStream>
  6. namespace Render::GL {
  7. Shader::Shader() {}
  8. Shader::~Shader() {
  9. if (m_program != 0) {
  10. glDeleteProgram(m_program);
  11. }
  12. }
  13. bool Shader::loadFromFiles(const QString &vertexPath,
  14. const QString &fragmentPath) {
  15. QFile vertexFile(vertexPath);
  16. QFile fragmentFile(fragmentPath);
  17. if (!vertexFile.open(QIODevice::ReadOnly) ||
  18. !fragmentFile.open(QIODevice::ReadOnly)) {
  19. qWarning() << "Failed to open shader files";
  20. return false;
  21. }
  22. QTextStream vertexStream(&vertexFile);
  23. QTextStream fragmentStream(&fragmentFile);
  24. QString vertexSource = vertexStream.readAll();
  25. QString fragmentSource = fragmentStream.readAll();
  26. return loadFromSource(vertexSource, fragmentSource);
  27. }
  28. bool Shader::loadFromSource(const QString &vertexSource,
  29. const QString &fragmentSource) {
  30. initializeOpenGLFunctions();
  31. m_uniformCache.clear();
  32. GLuint vertexShader = compileShader(vertexSource, GL_VERTEX_SHADER);
  33. GLuint fragmentShader = compileShader(fragmentSource, GL_FRAGMENT_SHADER);
  34. if (vertexShader == 0 || fragmentShader == 0) {
  35. return false;
  36. }
  37. bool success = linkProgram(vertexShader, fragmentShader);
  38. glDeleteShader(vertexShader);
  39. glDeleteShader(fragmentShader);
  40. return success;
  41. }
  42. void Shader::use() {
  43. initializeOpenGLFunctions();
  44. glUseProgram(m_program);
  45. }
  46. void Shader::release() {
  47. initializeOpenGLFunctions();
  48. glUseProgram(0);
  49. }
  50. Shader::UniformHandle Shader::uniformHandle(const char *name) {
  51. if (!name || *name == '\0' || m_program == 0) {
  52. return InvalidUniform;
  53. }
  54. auto it = m_uniformCache.find(name);
  55. if (it != m_uniformCache.end()) {
  56. return it->second;
  57. }
  58. initializeOpenGLFunctions();
  59. UniformHandle location = glGetUniformLocation(m_program, name);
  60. m_uniformCache.emplace(name, location);
  61. return location;
  62. }
  63. void Shader::setUniform(UniformHandle handle, float value) {
  64. initializeOpenGLFunctions();
  65. if (handle != InvalidUniform) {
  66. glUniform1f(handle, value);
  67. }
  68. }
  69. void Shader::setUniform(UniformHandle handle, const QVector3D &value) {
  70. initializeOpenGLFunctions();
  71. if (handle != InvalidUniform) {
  72. glUniform3f(handle, value.x(), value.y(), value.z());
  73. }
  74. }
  75. void Shader::setUniform(UniformHandle handle, const QVector2D &value) {
  76. initializeOpenGLFunctions();
  77. if (handle != InvalidUniform) {
  78. glUniform2f(handle, value.x(), value.y());
  79. }
  80. }
  81. void Shader::setUniform(UniformHandle handle, const QMatrix4x4 &value) {
  82. initializeOpenGLFunctions();
  83. if (handle != InvalidUniform) {
  84. glUniformMatrix4fv(handle, 1, GL_FALSE, value.constData());
  85. }
  86. }
  87. void Shader::setUniform(UniformHandle handle, int value) {
  88. initializeOpenGLFunctions();
  89. if (handle != InvalidUniform) {
  90. glUniform1i(handle, value);
  91. }
  92. }
  93. void Shader::setUniform(UniformHandle handle, bool value) {
  94. setUniform(handle, static_cast<int>(value));
  95. }
  96. void Shader::setUniform(const char *name, float value) {
  97. setUniform(uniformHandle(name), value);
  98. }
  99. void Shader::setUniform(const char *name, const QVector3D &value) {
  100. setUniform(uniformHandle(name), value);
  101. }
  102. void Shader::setUniform(const char *name, const QVector2D &value) {
  103. setUniform(uniformHandle(name), value);
  104. }
  105. void Shader::setUniform(const char *name, const QMatrix4x4 &value) {
  106. setUniform(uniformHandle(name), value);
  107. }
  108. void Shader::setUniform(const char *name, int value) {
  109. setUniform(uniformHandle(name), value);
  110. }
  111. void Shader::setUniform(const char *name, bool value) {
  112. setUniform(uniformHandle(name), value);
  113. }
  114. void Shader::setUniform(const QString &name, float value) {
  115. const QByteArray utf8 = name.toUtf8();
  116. setUniform(utf8.constData(), value);
  117. }
  118. void Shader::setUniform(const QString &name, const QVector3D &value) {
  119. const QByteArray utf8 = name.toUtf8();
  120. setUniform(utf8.constData(), value);
  121. }
  122. void Shader::setUniform(const QString &name, const QVector2D &value) {
  123. const QByteArray utf8 = name.toUtf8();
  124. setUniform(utf8.constData(), value);
  125. }
  126. void Shader::setUniform(const QString &name, const QMatrix4x4 &value) {
  127. const QByteArray utf8 = name.toUtf8();
  128. setUniform(utf8.constData(), value);
  129. }
  130. void Shader::setUniform(const QString &name, int value) {
  131. const QByteArray utf8 = name.toUtf8();
  132. setUniform(utf8.constData(), value);
  133. }
  134. void Shader::setUniform(const QString &name, bool value) {
  135. setUniform(name, static_cast<int>(value));
  136. }
  137. GLuint Shader::compileShader(const QString &source, GLenum type) {
  138. initializeOpenGLFunctions();
  139. GLuint shader = glCreateShader(type);
  140. QByteArray sourceBytes = source.toUtf8();
  141. const char *sourcePtr = sourceBytes.constData();
  142. glShaderSource(shader, 1, &sourcePtr, nullptr);
  143. glCompileShader(shader);
  144. GLint success;
  145. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  146. if (!success) {
  147. GLchar infoLog[512];
  148. glGetShaderInfoLog(shader, 512, nullptr, infoLog);
  149. qWarning() << "Shader compilation failed:" << infoLog;
  150. glDeleteShader(shader);
  151. return 0;
  152. }
  153. return shader;
  154. }
  155. bool Shader::linkProgram(GLuint vertexShader, GLuint fragmentShader) {
  156. initializeOpenGLFunctions();
  157. m_program = glCreateProgram();
  158. glAttachShader(m_program, vertexShader);
  159. glAttachShader(m_program, fragmentShader);
  160. glLinkProgram(m_program);
  161. GLint success;
  162. glGetProgramiv(m_program, GL_LINK_STATUS, &success);
  163. if (!success) {
  164. GLchar infoLog[512];
  165. glGetProgramInfoLog(m_program, 512, nullptr, infoLog);
  166. qWarning() << "Shader linking failed:" << infoLog;
  167. glDeleteProgram(m_program);
  168. m_program = 0;
  169. return false;
  170. }
  171. return true;
  172. }
  173. } // namespace Render::GL