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			183 lines
		
	
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include <scwx/qt/gl/shader_program.hpp>
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| #include <scwx/util/logger.hpp>
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| 
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| #include <QFile>
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| 
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| namespace scwx
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| {
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| namespace qt
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| {
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| namespace gl
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| {
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| 
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| static const std::string logPrefix_ = "scwx::qt::gl::shader_program";
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| static const auto        logger_    = scwx::util::Logger::Create(logPrefix_);
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| 
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| static constexpr GLsizei kInfoLogBufSize = 512;
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| 
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| static const std::unordered_map<GLenum, std::string> kShaderNames_ {
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|    {GL_VERTEX_SHADER, "vertex"},
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|    {GL_GEOMETRY_SHADER, "geometry"},
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|    {GL_FRAGMENT_SHADER, "fragment"}};
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| 
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| class ShaderProgram::Impl
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| {
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| public:
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|    explicit Impl(OpenGLFunctions& gl) : gl_(gl), id_ {GL_INVALID_INDEX}
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|    {
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|       // Create shader program
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|       id_ = gl_.glCreateProgram();
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|    }
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| 
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|    ~Impl()
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|    {
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|       // Delete shader program
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|       gl_.glDeleteProgram(id_);
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|    }
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| 
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|    static std::string ShaderName(GLenum type);
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| 
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|    OpenGLFunctions& gl_;
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| 
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|    GLuint id_;
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| };
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| 
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| ShaderProgram::ShaderProgram(OpenGLFunctions& gl) :
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|     p(std::make_unique<Impl>(gl))
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| {
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| }
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| ShaderProgram::~ShaderProgram() = default;
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| 
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| ShaderProgram::ShaderProgram(ShaderProgram&&) noexcept            = default;
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| ShaderProgram& ShaderProgram::operator=(ShaderProgram&&) noexcept = default;
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| 
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| GLuint ShaderProgram::id() const
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| {
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|    return p->id_;
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| }
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| 
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| GLint ShaderProgram::GetUniformLocation(const std::string& name)
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| {
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|    GLint location = p->gl_.glGetUniformLocation(p->id_, name.c_str());
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|    if (location == -1)
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|    {
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|       logger_->warn("Could not find {}", name);
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|    }
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|    return location;
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| }
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| 
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| std::string ShaderProgram::Impl::ShaderName(GLenum type)
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| {
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|    auto it = kShaderNames_.find(type);
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|    if (it != kShaderNames_.cend())
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|    {
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|       return it->second;
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|    }
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|    return fmt::format("{:#06x}", type);
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| }
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| 
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| bool ShaderProgram::Load(const std::string& vertexPath,
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|                          const std::string& fragmentPath)
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| {
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|    return Load({{GL_VERTEX_SHADER, vertexPath}, //
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|                 {GL_FRAGMENT_SHADER, fragmentPath}});
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| }
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| 
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| bool ShaderProgram::Load(
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|    std::initializer_list<std::pair<GLenum, std::string>> shaders)
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| {
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|    logger_->debug("Load()");
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| 
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|    OpenGLFunctions& gl = p->gl_;
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| 
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|    GLint   glSuccess;
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|    bool    success = true;
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|    char    infoLog[kInfoLogBufSize];
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|    GLsizei logLength;
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| 
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|    std::vector<GLuint> shaderIds {};
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| 
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|    for (auto& shader : shaders)
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|    {
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|       logger_->debug("Loading {} shader: {}",
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|                      Impl::ShaderName(shader.first),
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|                      shader.second);
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| 
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|       QFile file(shader.second.c_str());
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|       file.open(QIODevice::ReadOnly | QIODevice::Text);
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| 
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|       if (!file.isOpen())
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|       {
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|          logger_->error("Could not load shader");
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|          success = false;
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|          break;
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|       }
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| 
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|       QTextStream shaderStream(&file);
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|       shaderStream.setEncoding(QStringConverter::Utf8);
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| 
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|       std::string shaderSource  = shaderStream.readAll().toStdString();
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|       const char* shaderSourceC = shaderSource.c_str();
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| 
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|       // Create a shader
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|       GLuint shaderId = gl.glCreateShader(shader.first);
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|       shaderIds.push_back(shaderId);
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| 
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|       // Attach the shader source code and compile the shader
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|       gl.glShaderSource(shaderId, 1, &shaderSourceC, NULL);
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|       gl.glCompileShader(shaderId);
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| 
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|       // Check for errors
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|       gl.glGetShaderiv(shaderId, GL_COMPILE_STATUS, &glSuccess);
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|       gl.glGetShaderInfoLog(shaderId, kInfoLogBufSize, &logLength, infoLog);
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|       if (!glSuccess)
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|       {
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|          logger_->error("Shader compilation failed: {}", infoLog);
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|          success = false;
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|          break;
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|       }
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|       else if (logLength > 0)
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|       {
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|          logger_->error("Shader compiled with warnings: {}", infoLog);
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|       }
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|    }
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| 
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|    if (success)
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|    {
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|       for (auto& shaderId : shaderIds)
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|       {
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|          gl.glAttachShader(p->id_, shaderId);
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|       }
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|       gl.glLinkProgram(p->id_);
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| 
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|       // Check for errors
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|       gl.glGetProgramiv(p->id_, GL_LINK_STATUS, &glSuccess);
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|       gl.glGetProgramInfoLog(p->id_, kInfoLogBufSize, &logLength, infoLog);
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|       if (!glSuccess)
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|       {
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|          logger_->error("Shader program link failed: {}", infoLog);
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|          success = false;
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|       }
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|       else if (logLength > 0)
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|       {
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|          logger_->error("Shader program linked with warnings: {}", infoLog);
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|       }
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|    }
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| 
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|    // Delete shaders
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|    for (auto& shaderId : shaderIds)
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|    {
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|       gl.glDeleteShader(shaderId);
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|    }
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| 
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|    return success;
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| }
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| 
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| void ShaderProgram::Use() const
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| {
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|    p->gl_.glUseProgram(p->id_);
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| }
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| 
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| } // namespace gl
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| } // namespace qt
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| } // namespace scwx
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