added rest of the openGL implementation theoreticaly the engine can render now
This commit is contained in:
137
TSE_GlfwOpenGlImpl/src/shader/Shader.cpp
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137
TSE_GlfwOpenGlImpl/src/shader/Shader.cpp
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#include "Shader.hpp"
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#include "GL/gl3w.h"
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#include "Debug.hpp"
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TSE::uint TSE::GLFW::Shader::activeProgramID = 0;
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void TSE::GLFW::Shader::Bind() const
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{
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Enable(true);
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}
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void TSE::GLFW::Shader::Unbind() const
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{
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Disable(true);
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}
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void TSE::GLFW::Shader::Enable(bool notify) const
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{
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activeProgramID = programID;
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glUseProgram(programID);
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if(notify) OnEnable();
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}
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void TSE::GLFW::Shader::Disable(bool notify) const
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{
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activeProgramID = 0;
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glUseProgram(0);
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if(notify) OnDisable();
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}
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void TSE::GLFW::Shader::Flush()
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{
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OnFlush();
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}
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void TSE::GLFW::Shader::DrawCall(int indexCount)
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{
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OnDrawCall(indexCount);
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}
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void TSE::GLFW::Shader::Submit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
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{
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OnSubmit(t, target, stack, restartDrawcall, rnd);
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}
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bool TSE::GLFW::Shader::IsEnabled() const
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{
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return programID == activeProgramID;
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}
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int TSE::GLFW::Shader::packageSize()
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{
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return PackageSize;
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}
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TSE::GLFW::Shader::Shader(const std::vector<std::unique_ptr<ShaderPart>> &parts)
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{
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programID = glCreateProgram();
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for (const auto& part : parts) {
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glAttachShader(programID, part->shaderPartID);
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}
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glLinkProgram(programID);
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int success;
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glGetProgramiv(programID, GL_LINK_STATUS, &success);
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if(!success)
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{
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char log[512];
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glGetProgramInfoLog(programID, 512, nullptr, log);
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TSE_ERROR(log);
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}
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for (const auto& part : parts) {
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glDetachShader(programID, part->shaderPartID);
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}
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}
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TSE::GLFW::Shader::~Shader()
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{
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glDeleteProgram(programID);
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}
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int TSE::GLFW::Shader::GetUniformLocation(const char *name)
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{
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auto it = uniformLocations.find(name);
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if (it != uniformLocations.end()) return it->second;
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int loc = glGetUniformLocation(programID, name);
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uniformLocations[name] = loc;
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return loc;
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, int value)
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{
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glUniform1i(GetUniformLocation(name), value);
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, const int *value, const int count)
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{
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glUniform1iv(GetUniformLocation(name), count, value);
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, const Matrix4x4 *value)
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{
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float colmbMajor[16];
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value->ToArrayColumnMajor(colmbMajor);
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glUniformMatrix4fv(GetUniformLocation(name),1, false, colmbMajor);
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, float value)
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{
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glUniform1f(GetUniformLocation(name), value);
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, const float *value, const int count)
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{
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glUniform1fv(GetUniformLocation(name), count, value);
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, const Vector2 *value)
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{
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glUniform2f(GetUniformLocation(name), value->x, value->y);
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, const Vector3 *value)
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{
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glUniform3f(GetUniformLocation(name), value->x, value->y, value->z);
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}
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void TSE::GLFW::Shader::SetUniform(const char *name, const Vector4 *value)
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{
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glUniform4f(GetUniformLocation(name), value->x, value->y, value->z, value->w);
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}
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