shader.cpp 7.1 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 &vertex_path,
  27. const QString &fragment_path) -> bool {
  28. const QString resolved_vert =
  29. Utils::Resources::resolveResourcePath(vertex_path);
  30. const QString resolved_frag =
  31. Utils::Resources::resolveResourcePath(fragment_path);
  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 != vertex_path) {
  37. qWarning() << " Requested path:" << vertex_path;
  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 != fragment_path) {
  44. qWarning() << " Requested path:" << fragment_path;
  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_uniform_cache.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() { glUseProgram(m_program); }
  71. void Shader::release() { glUseProgram(0); }
  72. namespace {
  73. auto uniform_handle_impl(
  74. QOpenGLFunctions_3_3_Core &fn, GLuint program,
  75. std::unordered_map<std::string, Shader::UniformHandle> &cache,
  76. const char *name, bool warn) -> Shader::UniformHandle {
  77. if ((name == nullptr) || *name == '\0' || program == 0) {
  78. return Shader::InvalidUniform;
  79. }
  80. auto it = cache.find(name);
  81. if (it != cache.end()) {
  82. return it->second;
  83. }
  84. fn.initializeOpenGLFunctions();
  85. Shader::UniformHandle const location = fn.glGetUniformLocation(program, name);
  86. if (warn && (location == Shader::InvalidUniform)) {
  87. qWarning() << "Shader uniform not found:" << name << "(program:" << program
  88. << ")";
  89. }
  90. cache.emplace(name, location);
  91. return location;
  92. }
  93. } // namespace
  94. auto Shader::uniform_handle(const char *name) -> Shader::UniformHandle {
  95. return uniform_handle_impl(*this, m_program, m_uniform_cache, name, true);
  96. }
  97. auto Shader::optional_uniform_handle(const char *name)
  98. -> Shader::UniformHandle {
  99. return uniform_handle_impl(*this, m_program, m_uniform_cache, name, false);
  100. }
  101. void Shader::set_uniform(UniformHandle handle, float value) {
  102. if (handle != InvalidUniform) {
  103. glUniform1f(handle, value);
  104. }
  105. }
  106. void Shader::set_uniform(UniformHandle handle, const QVector3D &value) {
  107. if (handle != InvalidUniform) {
  108. glUniform3f(handle, value.x(), value.y(), value.z());
  109. }
  110. }
  111. void Shader::set_uniform(UniformHandle handle, const QVector2D &value) {
  112. if (handle != InvalidUniform) {
  113. glUniform2f(handle, value.x(), value.y());
  114. }
  115. }
  116. void Shader::set_uniform(UniformHandle handle, const QMatrix4x4 &value) {
  117. if (handle != InvalidUniform) {
  118. glUniformMatrix4fv(handle, 1, GL_FALSE, value.constData());
  119. }
  120. }
  121. void Shader::set_uniform(UniformHandle handle, int value) {
  122. if (handle != InvalidUniform) {
  123. glUniform1i(handle, value);
  124. }
  125. }
  126. void Shader::set_uniform(UniformHandle handle, bool value) {
  127. set_uniform(handle, static_cast<int>(value));
  128. }
  129. void Shader::set_uniform(const char *name, float value) {
  130. set_uniform(uniform_handle(name), value);
  131. }
  132. void Shader::set_uniform(const char *name, const QVector3D &value) {
  133. set_uniform(uniform_handle(name), value);
  134. }
  135. void Shader::set_uniform(const char *name, const QVector2D &value) {
  136. set_uniform(uniform_handle(name), value);
  137. }
  138. void Shader::set_uniform(const char *name, const QMatrix4x4 &value) {
  139. set_uniform(uniform_handle(name), value);
  140. }
  141. void Shader::set_uniform(const char *name, int value) {
  142. set_uniform(uniform_handle(name), value);
  143. }
  144. void Shader::set_uniform(const char *name, bool value) {
  145. set_uniform(uniform_handle(name), value);
  146. }
  147. void Shader::set_uniform(const QString &name, float value) {
  148. const QByteArray utf8 = name.toUtf8();
  149. set_uniform(utf8.constData(), value);
  150. }
  151. void Shader::set_uniform(const QString &name, const QVector3D &value) {
  152. const QByteArray utf8 = name.toUtf8();
  153. set_uniform(utf8.constData(), value);
  154. }
  155. void Shader::set_uniform(const QString &name, const QVector2D &value) {
  156. const QByteArray utf8 = name.toUtf8();
  157. set_uniform(utf8.constData(), value);
  158. }
  159. void Shader::set_uniform(const QString &name, const QMatrix4x4 &value) {
  160. const QByteArray utf8 = name.toUtf8();
  161. set_uniform(utf8.constData(), value);
  162. }
  163. void Shader::set_uniform(const QString &name, int value) {
  164. const QByteArray utf8 = name.toUtf8();
  165. set_uniform(utf8.constData(), value);
  166. }
  167. void Shader::set_uniform(const QString &name, bool value) {
  168. set_uniform(name, static_cast<int>(value));
  169. }
  170. auto Shader::compile_shader(const QString &source, GLenum type) -> GLuint {
  171. initializeOpenGLFunctions();
  172. GLuint const shader = glCreateShader(type);
  173. QByteArray const source_bytes = source.toUtf8();
  174. const char *source_ptr = source_bytes.constData();
  175. glShaderSource(shader, 1, &source_ptr, nullptr);
  176. glCompileShader(shader);
  177. GLint success = 0;
  178. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  179. if (success == 0) {
  180. GLchar info_log[ShaderInfoLogSize];
  181. glGetShaderInfoLog(shader, ShaderInfoLogSize, nullptr, info_log);
  182. qWarning() << "Shader compilation failed:" << info_log;
  183. glDeleteShader(shader);
  184. return 0;
  185. }
  186. return shader;
  187. }
  188. auto Shader::link_program(GLuint vertex_shader,
  189. GLuint fragment_shader) -> bool {
  190. initializeOpenGLFunctions();
  191. m_program = glCreateProgram();
  192. glAttachShader(m_program, vertex_shader);
  193. glAttachShader(m_program, fragment_shader);
  194. glLinkProgram(m_program);
  195. GLint success = 0;
  196. glGetProgramiv(m_program, GL_LINK_STATUS, &success);
  197. if (success == 0) {
  198. GLchar info_log[ShaderInfoLogSize];
  199. glGetProgramInfoLog(m_program, ShaderInfoLogSize, nullptr, info_log);
  200. qWarning() << "Shader linking failed:" << info_log;
  201. glDeleteProgram(m_program);
  202. m_program = 0;
  203. return false;
  204. }
  205. return true;
  206. }
  207. } // namespace Render::GL