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shader.cpp 6.8 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::loadFromFiles(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 loadFromSource(vertex_source, fragment_source);
  54. }
  55. auto Shader::loadFromSource(const QString &vertex_source,
  56. const QString &fragment_source) -> bool {
  57. initializeOpenGLFunctions();
  58. m_uniformCache.clear();
  59. GLuint const vertex_shader = compileShader(vertex_source, GL_VERTEX_SHADER);
  60. GLuint const fragment_shader =
  61. compileShader(fragment_source, GL_FRAGMENT_SHADER);
  62. if (vertex_shader == 0 || fragment_shader == 0) {
  63. return false;
  64. }
  65. bool const success = linkProgram(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. auto Shader::uniformHandle(const char *name) -> Shader::UniformHandle {
  79. if ((name == nullptr) || *name == '\0' || m_program == 0) {
  80. return InvalidUniform;
  81. }
  82. auto it = m_uniformCache.find(name);
  83. if (it != m_uniformCache.end()) {
  84. return it->second;
  85. }
  86. initializeOpenGLFunctions();
  87. UniformHandle const location = glGetUniformLocation(m_program, name);
  88. if (location == InvalidUniform) {
  89. qWarning() << "Shader uniform not found:" << name
  90. << "(program:" << m_program << ")";
  91. }
  92. m_uniformCache.emplace(name, location);
  93. return location;
  94. }
  95. void Shader::setUniform(UniformHandle handle, float value) {
  96. initializeOpenGLFunctions();
  97. if (handle != InvalidUniform) {
  98. glUniform1f(handle, value);
  99. }
  100. }
  101. void Shader::setUniform(UniformHandle handle, const QVector3D &value) {
  102. initializeOpenGLFunctions();
  103. if (handle != InvalidUniform) {
  104. glUniform3f(handle, value.x(), value.y(), value.z());
  105. }
  106. }
  107. void Shader::setUniform(UniformHandle handle, const QVector2D &value) {
  108. initializeOpenGLFunctions();
  109. if (handle != InvalidUniform) {
  110. glUniform2f(handle, value.x(), value.y());
  111. }
  112. }
  113. void Shader::setUniform(UniformHandle handle, const QMatrix4x4 &value) {
  114. initializeOpenGLFunctions();
  115. if (handle != InvalidUniform) {
  116. glUniformMatrix4fv(handle, 1, GL_FALSE, value.constData());
  117. }
  118. }
  119. void Shader::setUniform(UniformHandle handle, int value) {
  120. initializeOpenGLFunctions();
  121. if (handle != InvalidUniform) {
  122. glUniform1i(handle, value);
  123. }
  124. }
  125. void Shader::setUniform(UniformHandle handle, bool value) {
  126. setUniform(handle, static_cast<int>(value));
  127. }
  128. void Shader::setUniform(const char *name, float value) {
  129. setUniform(uniformHandle(name), value);
  130. }
  131. void Shader::setUniform(const char *name, const QVector3D &value) {
  132. setUniform(uniformHandle(name), value);
  133. }
  134. void Shader::setUniform(const char *name, const QVector2D &value) {
  135. setUniform(uniformHandle(name), value);
  136. }
  137. void Shader::setUniform(const char *name, const QMatrix4x4 &value) {
  138. setUniform(uniformHandle(name), value);
  139. }
  140. void Shader::setUniform(const char *name, int value) {
  141. setUniform(uniformHandle(name), value);
  142. }
  143. void Shader::setUniform(const char *name, bool value) {
  144. setUniform(uniformHandle(name), value);
  145. }
  146. void Shader::setUniform(const QString &name, float value) {
  147. const QByteArray utf8 = name.toUtf8();
  148. setUniform(utf8.constData(), value);
  149. }
  150. void Shader::setUniform(const QString &name, const QVector3D &value) {
  151. const QByteArray utf8 = name.toUtf8();
  152. setUniform(utf8.constData(), value);
  153. }
  154. void Shader::setUniform(const QString &name, const QVector2D &value) {
  155. const QByteArray utf8 = name.toUtf8();
  156. setUniform(utf8.constData(), value);
  157. }
  158. void Shader::setUniform(const QString &name, const QMatrix4x4 &value) {
  159. const QByteArray utf8 = name.toUtf8();
  160. setUniform(utf8.constData(), value);
  161. }
  162. void Shader::setUniform(const QString &name, int value) {
  163. const QByteArray utf8 = name.toUtf8();
  164. setUniform(utf8.constData(), value);
  165. }
  166. void Shader::setUniform(const QString &name, bool value) {
  167. setUniform(name, static_cast<int>(value));
  168. }
  169. auto Shader::compileShader(const QString &source, GLenum type) -> GLuint {
  170. initializeOpenGLFunctions();
  171. GLuint const shader = glCreateShader(type);
  172. QByteArray const source_bytes = source.toUtf8();
  173. const char *source_ptr = source_bytes.constData();
  174. glShaderSource(shader, 1, &source_ptr, nullptr);
  175. glCompileShader(shader);
  176. GLint success = 0;
  177. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  178. if (success == 0) {
  179. GLchar info_log[ShaderInfoLogSize];
  180. glGetShaderInfoLog(shader, ShaderInfoLogSize, nullptr, info_log);
  181. qWarning() << "Shader compilation failed:" << info_log;
  182. glDeleteShader(shader);
  183. return 0;
  184. }
  185. return shader;
  186. }
  187. auto Shader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) -> bool {
  188. initializeOpenGLFunctions();
  189. m_program = glCreateProgram();
  190. glAttachShader(m_program, vertex_shader);
  191. glAttachShader(m_program, fragment_shader);
  192. glLinkProgram(m_program);
  193. GLint success = 0;
  194. glGetProgramiv(m_program, GL_LINK_STATUS, &success);
  195. if (success == 0) {
  196. GLchar info_log[ShaderInfoLogSize];
  197. glGetProgramInfoLog(m_program, ShaderInfoLogSize, nullptr, info_log);
  198. qWarning() << "Shader linking failed:" << info_log;
  199. glDeleteProgram(m_program);
  200. m_program = 0;
  201. return false;
  202. }
  203. return true;
  204. }
  205. } // namespace Render::GL