supercell-wx/scwx-qt/source/scwx/qt/gl/shader_program.cpp
2021-08-08 08:24:40 -05:00

180 lines
4.7 KiB
C++

#include <scwx/qt/gl/shader_program.hpp>
#include <QFile>
#include <boost/log/trivial.hpp>
namespace scwx
{
namespace qt
{
namespace gl
{
static const std::string logPrefix_ = "[scwx::qt::gl::shader_program] ";
static constexpr GLsizei INFO_LOG_BUF_SIZE = 512;
class ShaderProgramImpl
{
public:
explicit ShaderProgramImpl(OpenGLFunctions& gl) :
gl_(gl), id_ {GL_INVALID_INDEX}
{
// Create shader program
id_ = gl_.glCreateProgram();
}
~ShaderProgramImpl()
{
// Delete shader program
gl_.glDeleteProgram(id_);
}
OpenGLFunctions& gl_;
GLuint id_;
};
ShaderProgram::ShaderProgram(OpenGLFunctions& gl) :
p(std::make_unique<ShaderProgramImpl>(gl))
{
}
ShaderProgram::~ShaderProgram() = default;
ShaderProgram::ShaderProgram(ShaderProgram&&) noexcept = default;
ShaderProgram& ShaderProgram::operator=(ShaderProgram&&) noexcept = default;
GLuint ShaderProgram::id() const
{
return p->id_;
}
bool ShaderProgram::Load(const std::string& vertexPath,
const std::string& fragmentPath)
{
BOOST_LOG_TRIVIAL(debug) << logPrefix_ << "Load(\"" << vertexPath << "\", \""
<< fragmentPath << "\")";
OpenGLFunctions& gl = p->gl_;
GLint glSuccess;
bool success = true;
char infoLog[INFO_LOG_BUF_SIZE];
GLsizei logLength;
QFile vertexFile(vertexPath.c_str());
QFile fragmentFile(fragmentPath.c_str());
vertexFile.open(QIODevice::ReadOnly | QIODevice::Text);
fragmentFile.open(QIODevice::ReadOnly | QIODevice::Text);
if (!vertexFile.isOpen())
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Could not load vertex shader: " << vertexPath;
return false;
}
if (!fragmentFile.isOpen())
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Could not load fragment shader: " << fragmentPath;
return false;
}
QTextStream vertexShaderStream(&vertexFile);
QTextStream fragmentShaderStream(&fragmentFile);
vertexShaderStream.setEncoding(QStringConverter::Utf8);
fragmentShaderStream.setEncoding(QStringConverter::Utf8);
std::string vertexShaderSource = vertexShaderStream.readAll().toStdString();
std::string fragmentShaderSource =
fragmentShaderStream.readAll().toStdString();
const char* vertexShaderSourceC = vertexShaderSource.c_str();
const char* fragmentShaderSourceC = fragmentShaderSource.c_str();
// Create a vertex shader
GLuint vertexShader = gl.glCreateShader(GL_VERTEX_SHADER);
// Attach the shader source code and compile the shader
gl.glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
gl.glCompileShader(vertexShader);
// Check for errors
gl.glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &glSuccess);
gl.glGetShaderInfoLog(vertexShader, INFO_LOG_BUF_SIZE, &logLength, infoLog);
if (!glSuccess)
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Vertex shader compilation failed: " << infoLog;
success = false;
}
else if (logLength > 0)
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Vertex shader compiled with warnings: " << infoLog;
}
// Create a fragment shader
GLuint fragmentShader = gl.glCreateShader(GL_FRAGMENT_SHADER);
// Attach the shader source and compile the shader
gl.glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
gl.glCompileShader(fragmentShader);
// Check for errors
gl.glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &glSuccess);
gl.glGetShaderInfoLog(
fragmentShader, INFO_LOG_BUF_SIZE, &logLength, infoLog);
if (!glSuccess)
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Fragment shader compilation failed: " << infoLog;
success = false;
}
else if (logLength > 0)
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Fragment shader compiled with warnings: " << infoLog;
}
if (success)
{
gl.glAttachShader(p->id_, vertexShader);
gl.glAttachShader(p->id_, fragmentShader);
gl.glLinkProgram(p->id_);
// Check for errors
gl.glGetProgramiv(p->id_, GL_LINK_STATUS, &glSuccess);
gl.glGetProgramInfoLog(p->id_, INFO_LOG_BUF_SIZE, &logLength, infoLog);
if (!glSuccess)
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Shader program link failed: " << infoLog;
success = false;
}
else if (logLength > 0)
{
BOOST_LOG_TRIVIAL(error)
<< logPrefix_ << "Shader program linked with warnings: " << infoLog;
}
}
// Delete shaders
gl.glDeleteShader(vertexShader);
gl.glDeleteShader(fragmentShader);
return success;
}
void ShaderProgram::Use() const
{
p->gl_.glUseProgram(p->id_);
}
} // namespace gl
} // namespace qt
} // namespace scwx