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utility_ogl.hpp
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utility_ogl.hpp
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/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#ifndef SHADER_H
#define SHADER_H
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include <array>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
class OglShader
{
public:
OglShader() = default;
unsigned int ID = 0;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
OglShader(const std::string& vertexPath, const std::string& fragmentPath, const std::string& geometryPath = "")
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
// if geometry shader path is present, also load a geometry shader
if(!geometryPath.empty())
{
gShaderFile.open(geometryPath);
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch(std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
GLuint vertex{0}, fragment{0};
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
GLuint geometry{0};
if(!geometryPath.empty())
{
const char* gShaderCode = geometryCode.c_str();
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, nullptr);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if(!geometryPath.empty())
{
glAttachShader(ID, geometry);
}
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if(!geometryPath.empty())
{
glDeleteShader(geometry);
}
}
// activate the shader
// ------------------------------------------------------------------------
void use() const { glUseProgram(ID); }
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), static_cast<int>(value));
}
// ------------------------------------------------------------------------
void setInt(const std::string& name, int value) const { glUniform1i(glGetUniformLocation(ID, name.c_str()), value); }
// ------------------------------------------------------------------------
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setVec2(const std::string& name, const glm::vec2& value) const
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value.x);
}
void setVec2(const std::string& name, float x, float y) const
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void setVec3(const std::string& name, const glm::vec3& value) const
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value.x);
}
void setVec3(const std::string& name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(const std::string& name, const glm::vec4& value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value.x);
}
void setVec4(const std::string& name, float x, float y, float z, float w)
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
//void setMat2(const std::string& name, const glm::mat2f& mat) const
//{
// glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
//}
// ------------------------------------------------------------------------
void setMat3(const std::string& name, const glm::mat3& mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(mat));
}
// ------------------------------------------------------------------------
void setMat4(const std::string& name, const glm::mat4& mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(mat));
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
static void checkCompileErrors(GLuint shader, const std::string& type)
{
GLint success{GL_FALSE};
std::array<GLchar, 1024> infoLog{};
if(type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE)
{
glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, infoLog.data());
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
<< infoLog.data() << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if(success == GL_FALSE)
{
glGetProgramInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, infoLog.data());
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
<< infoLog.data() << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
inline void /*GLAPIENTRY */ GLDebugCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei /*length*/,
const GLchar* message,
const void* /*userParam*/)
{
std::cout << "[OpenGL]: ";
std::cout << "Source: ";
switch(source)
{
case GL_DEBUG_SOURCE_API:
std::cout << "API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
std::cout << "Window System";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
std::cout << "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
std::cout << "Third Party";
break;
case GL_DEBUG_SOURCE_APPLICATION:
std::cout << "Application";
break;
case GL_DEBUG_SOURCE_OTHER:
std::cout << "Other";
break;
}
std::cout << ", type: ";
switch(type)
{
case GL_DEBUG_TYPE_ERROR:
std::cout << "ERROR";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
std::cout << "DEPRECATED_BEHAVIOR";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
std::cout << "UNDEFINED_BEHAVIOR";
break;
case GL_DEBUG_TYPE_PORTABILITY:
std::cout << "PORTABILITY";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
std::cout << "PERFORMANCE";
break;
case GL_DEBUG_TYPE_OTHER:
std::cout << "OTHER";
break;
default:
std::cout << "OTHER";
}
std::cout << ", id: " << id;
std::cout << ", severity: ";
switch(severity)
{
case GL_DEBUG_SEVERITY_LOW:
std::cout << "LOW";
break;
case GL_DEBUG_SEVERITY_MEDIUM:
std::cout << "MEDIUM";
break;
case GL_DEBUG_SEVERITY_HIGH:
std::cout << "HIGH";
break;
default:
std::cout << "OTHER";
}
std::cout << std::endl;
std::cout << "\"" << message << "\"" << std::endl << std::endl;
}
inline void CheckGLError()
{
// check OpenGL error
GLenum err{GL_NO_ERROR};
while((err = glGetError()) != GL_NO_ERROR)
{
std::cerr << "OpenGL error: " << err << std::endl << std::endl;
}
}
#endif