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#include "Shader.h"
#include "Renderer.h"
#include <wx/msgdlg.h>
#include <fstream>
#include <sstream>
#include <string>
Shader::Shader(const std::string& filepath)
: m_filepath(filepath), m_rendererID(0)
{
ShaderSource source = ParseShader(filepath);
m_rendererID = CreateShader(source.vertexShader, source.fragmentShader);
}
Shader::~Shader()
{
GLCall(glDeleteProgram(m_rendererID));
}
unsigned int Shader::CompileShader(unsigned int type, const wxString& source) const
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
GLCall(glShaderSource(id, 1, &src, nullptr));
GLCall(glCompileShader(id));
// Error handling
int result;
GLCall(glGetShaderiv(id, GL_COMPILE_STATUS, &result));
if (result == GL_FALSE) {
int length;
GLCall(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
char* message = static_cast<char*>(alloca(length * sizeof(char))); // Heap allocation dynamically! =)
GLCall(glGetShaderInfoLog(id, length, &length, message));
wxMessageBox(wxString::Format("Erro ao compilar o \"%s shader\" ='(\n%s", type == GL_VERTEX_SHADER ? "vertex" : "fragment", message));
GLCall(glDeleteShader(id));
return 0;
}
return id;
}
ShaderSource Shader::ParseShader(const wxString& filepath) const
{
enum class ShaderType
{
NONE = -1, VERTEX = 0, FRAGMENT = 1
};
ShaderType type = ShaderType::NONE;
std::ifstream stream(filepath.ToStdString());
std::string line;
std::stringstream ss[2];
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos) {
if (line.find("vertex") != std::string::npos) {
type = ShaderType::VERTEX;
}
else if (line.find("fragment") != std::string::npos) {
type = ShaderType::FRAGMENT;
}
}
else {
ss[static_cast<int>(type)] << line + std::string("\n");
}
}
ShaderSource source;
source.vertexShader = ss[0].str();
source.fragmentShader = ss[1].str();
return source;
}
unsigned int Shader::CreateShader(std::string& vertexShader, std::string& fragmentShader) const
{
GLCall(unsigned int program = glCreateProgram());
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
GLCall(glAttachShader(program, vs));
GLCall(glAttachShader(program, fs));
GLCall(glLinkProgram(program));
GLCall(glValidateProgram(program));
GLCall(glDeleteShader(vs));
GLCall(glDeleteShader(fs));
return program;
}
void Shader::Bind() const
{
GLCall(glUseProgram(m_rendererID));
}
void Shader::Unbind() const
{
GLCall(glUseProgram(0));
}
void Shader::SetUniform4f(const std::string& name, float v0, float v1, float v2, float v3)
{
GLCall(glUniform4f(GetUniformLocation(name), v0, v1, v2, v3));
}
void Shader::SetUniform2f(const std::string& name, float v0, float v1)
{
GLCall(glUniform2f(GetUniformLocation(name), v0, v1));
}
void Shader::SetUniformMatrix4fv(const std::string& name, const glm::mat4& matrix)
{
GLCall(glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, &matrix[0][0]));
}
void Shader::SetUniform1f(const std::string& name, const float& value)
{
GLCall(glUniform1f(GetUniformLocation(name), value));
}
unsigned int Shader::GetUniformLocation(const std::string& name)
{
if (m_uniformLocationCache.find(name) != m_uniformLocationCache.end())
return m_uniformLocationCache[name];
GLCall(int location = glGetUniformLocation(m_rendererID, name.c_str()));
if (location == -1) {
wxMessageBox(wxString::Format("Atenção! uniform \"%s\" não encontrado", name));
}
m_uniformLocationCache[name] = location;
return location;
}
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