shader.cpp 7.3 KB

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  1. #include "shader.h"
  2. #include "render_constants.h"
  3. #include "utils/resource_utils.h"
  4. #include <GL/gl.h>
  5. #include <QByteArray>
  6. #include <QDebug>
  7. #include <QFile>
  8. #include <QTextStream>
  9. #include <qdebug.h>
  10. #include <qdir.h>
  11. #include <qfiledevice.h>
  12. #include <qglobal.h>
  13. #include <qhashfunctions.h>
  14. #include <qmatrix4x4.h>
  15. #include <qopenglext.h>
  16. #include <qstringview.h>
  17. #include <qvectornd.h>
  18. namespace Render::GL {
  19. using namespace Render::GL::BufferCapacity;
  20. Shader::Shader() = default;
  21. Shader::~Shader() {
  22. if (m_program != 0) {
  23. glDeleteProgram(m_program);
  24. }
  25. }
  26. auto Shader::load_from_files(const QString &vertexPath,
  27. const QString &fragmentPath) -> bool {
  28. const QString resolved_vert =
  29. Utils::Resources::resolveResourcePath(vertexPath);
  30. const QString resolved_frag =
  31. Utils::Resources::resolveResourcePath(fragmentPath);
  32. QFile vertex_file(resolved_vert);
  33. QFile fragment_file(resolved_frag);
  34. if (!vertex_file.open(QIODevice::ReadOnly)) {
  35. qWarning() << "Failed to open vertex shader file:" << resolved_vert;
  36. if (resolved_vert != vertexPath) {
  37. qWarning() << " Requested path:" << vertexPath;
  38. }
  39. return false;
  40. }
  41. if (!fragment_file.open(QIODevice::ReadOnly)) {
  42. qWarning() << "Failed to open fragment shader file:" << resolved_frag;
  43. if (resolved_frag != fragmentPath) {
  44. qWarning() << " Requested path:" << fragmentPath;
  45. }
  46. vertex_file.close();
  47. return false;
  48. }
  49. QTextStream vertex_stream(&vertex_file);
  50. QTextStream fragment_stream(&fragment_file);
  51. QString const vertex_source = vertex_stream.readAll();
  52. QString const fragment_source = fragment_stream.readAll();
  53. return load_from_source(vertex_source, fragment_source);
  54. }
  55. auto Shader::load_from_source(const QString &vertex_source,
  56. const QString &fragment_source) -> bool {
  57. initializeOpenGLFunctions();
  58. m_uniformCache.clear();
  59. GLuint const vertex_shader = compile_shader(vertex_source, GL_VERTEX_SHADER);
  60. GLuint const fragment_shader =
  61. compile_shader(fragment_source, GL_FRAGMENT_SHADER);
  62. if (vertex_shader == 0 || fragment_shader == 0) {
  63. return false;
  64. }
  65. bool const success = link_program(vertex_shader, fragment_shader);
  66. glDeleteShader(vertex_shader);
  67. glDeleteShader(fragment_shader);
  68. return success;
  69. }
  70. void Shader::use() {
  71. initializeOpenGLFunctions();
  72. glUseProgram(m_program);
  73. }
  74. void Shader::release() {
  75. initializeOpenGLFunctions();
  76. glUseProgram(0);
  77. }
  78. namespace {
  79. auto uniform_handle_impl(
  80. QOpenGLFunctions_3_3_Core &fn, GLuint program,
  81. std::unordered_map<std::string, Shader::UniformHandle> &cache,
  82. const char *name, bool warn) -> Shader::UniformHandle {
  83. if ((name == nullptr) || *name == '\0' || program == 0) {
  84. return Shader::InvalidUniform;
  85. }
  86. auto it = cache.find(name);
  87. if (it != cache.end()) {
  88. return it->second;
  89. }
  90. fn.initializeOpenGLFunctions();
  91. Shader::UniformHandle const location = fn.glGetUniformLocation(program, name);
  92. if (warn && (location == Shader::InvalidUniform)) {
  93. qWarning() << "Shader uniform not found:" << name << "(program:" << program
  94. << ")";
  95. }
  96. cache.emplace(name, location);
  97. return location;
  98. }
  99. } // namespace
  100. auto Shader::uniform_handle(const char *name) -> Shader::UniformHandle {
  101. return uniform_handle_impl(*this, m_program, m_uniformCache, name, true);
  102. }
  103. auto Shader::optional_uniform_handle(const char *name)
  104. -> Shader::UniformHandle {
  105. return uniform_handle_impl(*this, m_program, m_uniformCache, name, false);
  106. }
  107. void Shader::set_uniform(UniformHandle handle, float value) {
  108. initializeOpenGLFunctions();
  109. if (handle != InvalidUniform) {
  110. glUniform1f(handle, value);
  111. }
  112. }
  113. void Shader::set_uniform(UniformHandle handle, const QVector3D &value) {
  114. initializeOpenGLFunctions();
  115. if (handle != InvalidUniform) {
  116. glUniform3f(handle, value.x(), value.y(), value.z());
  117. }
  118. }
  119. void Shader::set_uniform(UniformHandle handle, const QVector2D &value) {
  120. initializeOpenGLFunctions();
  121. if (handle != InvalidUniform) {
  122. glUniform2f(handle, value.x(), value.y());
  123. }
  124. }
  125. void Shader::set_uniform(UniformHandle handle, const QMatrix4x4 &value) {
  126. initializeOpenGLFunctions();
  127. if (handle != InvalidUniform) {
  128. glUniformMatrix4fv(handle, 1, GL_FALSE, value.constData());
  129. }
  130. }
  131. void Shader::set_uniform(UniformHandle handle, int value) {
  132. initializeOpenGLFunctions();
  133. if (handle != InvalidUniform) {
  134. glUniform1i(handle, value);
  135. }
  136. }
  137. void Shader::set_uniform(UniformHandle handle, bool value) {
  138. set_uniform(handle, static_cast<int>(value));
  139. }
  140. void Shader::set_uniform(const char *name, float value) {
  141. set_uniform(uniform_handle(name), value);
  142. }
  143. void Shader::set_uniform(const char *name, const QVector3D &value) {
  144. set_uniform(uniform_handle(name), value);
  145. }
  146. void Shader::set_uniform(const char *name, const QVector2D &value) {
  147. set_uniform(uniform_handle(name), value);
  148. }
  149. void Shader::set_uniform(const char *name, const QMatrix4x4 &value) {
  150. set_uniform(uniform_handle(name), value);
  151. }
  152. void Shader::set_uniform(const char *name, int value) {
  153. set_uniform(uniform_handle(name), value);
  154. }
  155. void Shader::set_uniform(const char *name, bool value) {
  156. set_uniform(uniform_handle(name), value);
  157. }
  158. void Shader::set_uniform(const QString &name, float value) {
  159. const QByteArray utf8 = name.toUtf8();
  160. set_uniform(utf8.constData(), value);
  161. }
  162. void Shader::set_uniform(const QString &name, const QVector3D &value) {
  163. const QByteArray utf8 = name.toUtf8();
  164. set_uniform(utf8.constData(), value);
  165. }
  166. void Shader::set_uniform(const QString &name, const QVector2D &value) {
  167. const QByteArray utf8 = name.toUtf8();
  168. set_uniform(utf8.constData(), value);
  169. }
  170. void Shader::set_uniform(const QString &name, const QMatrix4x4 &value) {
  171. const QByteArray utf8 = name.toUtf8();
  172. set_uniform(utf8.constData(), value);
  173. }
  174. void Shader::set_uniform(const QString &name, int value) {
  175. const QByteArray utf8 = name.toUtf8();
  176. set_uniform(utf8.constData(), value);
  177. }
  178. void Shader::set_uniform(const QString &name, bool value) {
  179. set_uniform(name, static_cast<int>(value));
  180. }
  181. auto Shader::compile_shader(const QString &source, GLenum type) -> GLuint {
  182. initializeOpenGLFunctions();
  183. GLuint const shader = glCreateShader(type);
  184. QByteArray const source_bytes = source.toUtf8();
  185. const char *source_ptr = source_bytes.constData();
  186. glShaderSource(shader, 1, &source_ptr, nullptr);
  187. glCompileShader(shader);
  188. GLint success = 0;
  189. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  190. if (success == 0) {
  191. GLchar info_log[ShaderInfoLogSize];
  192. glGetShaderInfoLog(shader, ShaderInfoLogSize, nullptr, info_log);
  193. qWarning() << "Shader compilation failed:" << info_log;
  194. glDeleteShader(shader);
  195. return 0;
  196. }
  197. return shader;
  198. }
  199. auto Shader::link_program(GLuint vertex_shader,
  200. GLuint fragment_shader) -> bool {
  201. initializeOpenGLFunctions();
  202. m_program = glCreateProgram();
  203. glAttachShader(m_program, vertex_shader);
  204. glAttachShader(m_program, fragment_shader);
  205. glLinkProgram(m_program);
  206. GLint success = 0;
  207. glGetProgramiv(m_program, GL_LINK_STATUS, &success);
  208. if (success == 0) {
  209. GLchar info_log[ShaderInfoLogSize];
  210. glGetProgramInfoLog(m_program, ShaderInfoLogSize, nullptr, info_log);
  211. qWarning() << "Shader linking failed:" << info_log;
  212. glDeleteProgram(m_program);
  213. m_program = 0;
  214. return false;
  215. }
  216. return true;
  217. }
  218. } // namespace Render::GL