aurora-rendering-engine/src/resource/shader.cpp

217 lines
6.1 KiB
C++

#include "resource/shader.h"
#include "utils/logger.h"
#include "basic/math.h" // 修改为math.h
#include <glad/glad.h>
#include <fstream>
#include <sstream>
namespace are {
Shader::Shader()
: handle_(INVALID_HANDLE) {
}
Shader::Shader(Shader&& other) noexcept
: handle_(other.handle_)
, uniform_cache_(std::move(other.uniform_cache_)) {
other.handle_ = INVALID_HANDLE;
other.uniform_cache_.clear();
}
Shader::~Shader() {
// Don't auto-release, let user control lifetime
}
Shader& Shader::operator=(Shader&& other) noexcept {
if (this == &other) return *this;
release();
handle_ = other.handle_;
uniform_cache_ = std::move(other.uniform_cache_);
other.handle_ = INVALID_HANDLE;
other.uniform_cache_.clear();
return *this;
}
bool Shader::load(const std::string& vertex_path, const std::string& fragment_path) {
std::string vertex_source = read_file_(vertex_path);
std::string fragment_source = read_file_(fragment_path);
if (vertex_source.empty() || fragment_source.empty()) {
ARE_LOG_ERROR("Failed to read shader files");
return false;
}
return compile(vertex_source, fragment_source);
}
bool Shader::load_compute(const std::string& compute_path) {
std::string compute_source = read_file_(compute_path);
if (compute_source.empty()) {
ARE_LOG_ERROR("Failed to read compute shader file");
return false;
}
return compile_compute(compute_source);
}
bool Shader::compile(const std::string& vertex_source, const std::string& fragment_source) {
uint vertex_shader = compile_shader_(vertex_source, GL_VERTEX_SHADER);
if (vertex_shader == 0) return false;
uint fragment_shader = compile_shader_(fragment_source, GL_FRAGMENT_SHADER);
if (fragment_shader == 0) {
glDeleteShader(vertex_shader);
return false;
}
uint shaders[] = { vertex_shader, fragment_shader };
bool success = link_program_(shaders, 2);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return success;
}
bool Shader::compile_compute(const std::string& compute_source) {
uint compute_shader = compile_shader_(compute_source, GL_COMPUTE_SHADER);
if (compute_shader == 0) return false;
uint shaders[] = { compute_shader };
bool success = link_program_(shaders, 1);
glDeleteShader(compute_shader);
return success;
}
void Shader::use() const { // 改为const
if (handle_ != INVALID_HANDLE) {
glUseProgram(handle_);
}
}
void Shader::release() {
if (handle_ != INVALID_HANDLE) {
glDeleteProgram(handle_);
handle_ = INVALID_HANDLE;
}
uniform_cache_.clear();
}
void Shader::set_bool(const std::string& name, bool value) const { // 新增
glUniform1i(get_uniform_location_(name), static_cast<int>(value));
}
void Shader::set_int(const std::string& name, int value) const { // 改为const
glUniform1i(get_uniform_location_(name), value);
}
void Shader::set_uint(const std::string& name, uint value) const { // 改为const
glUniform1ui(get_uniform_location_(name), value);
}
void Shader::set_float(const std::string& name, float value) const { // 改为const
glUniform1f(get_uniform_location_(name), value);
}
void Shader::set_vec2(const std::string& name, const Vec2& value) const { // 改为const
glUniform2fv(get_uniform_location_(name), 1, &value[0]);
}
void Shader::set_vec3(const std::string& name, const Vec3& value) const { // 改为const
glUniform3fv(get_uniform_location_(name), 1, &value[0]);
}
void Shader::set_vec4(const std::string& name, const Vec4& value) const { // 改为const
glUniform4fv(get_uniform_location_(name), 1, &value[0]);
}
void Shader::set_mat3(const std::string& name, const Mat3& value) const { // 改为const
glUniformMatrix3fv(get_uniform_location_(name), 1, GL_FALSE, &value[0][0]);
}
void Shader::set_mat4(const std::string& name, const Mat4& value) const { // 改为const
glUniformMatrix4fv(get_uniform_location_(name), 1, GL_FALSE, MathUtils::value_ptr(value));
}
int Shader::get_uniform_location_(const std::string& name) const { // 改为const
auto it = uniform_cache_.find(name);
if (it != uniform_cache_.end()) {
return it->second;
}
int location = glGetUniformLocation(handle_, name.c_str());
uniform_cache_[name] = location; // mutable允许修改
if (location == -1) {
ARE_LOG_WARN("Uniform '" + name + "' not found in shader");
}
return location;
}
uint Shader::compile_shader_(const std::string& source, uint type) {
uint shader = glCreateShader(type);
const char* source_cstr = source.c_str();
glShaderSource(shader, 1, &source_cstr, nullptr);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char info_log[512];
glGetShaderInfoLog(shader, 512, nullptr, info_log);
std::string type_str = (type == GL_VERTEX_SHADER) ? "VERTEX" :
(type == GL_FRAGMENT_SHADER) ? "FRAGMENT" : "COMPUTE";
ARE_LOG_ERROR("Shader compilation failed (" + type_str + "): " + std::string(info_log));
glDeleteShader(shader);
return 0;
}
return shader;
}
bool Shader::link_program_(const uint* shaders, uint count) {
handle_ = glCreateProgram();
for (uint i = 0; i < count; ++i) {
glAttachShader(handle_, shaders[i]);
}
glLinkProgram(handle_);
int success;
glGetProgramiv(handle_, GL_LINK_STATUS, &success);
if (!success) {
char info_log[512];
glGetProgramInfoLog(handle_, 512, nullptr, info_log);
ARE_LOG_ERROR("Shader linking failed: " + std::string(info_log));
glDeleteProgram(handle_);
handle_ = INVALID_HANDLE;
return false;
}
return true;
}
std::string Shader::read_file_(const std::string& path) {
std::ifstream file(path);
if (!file.is_open()) {
ARE_LOG_ERROR("Failed to open file: " + path);
return "";
}
std::stringstream buffer;
buffer << file.rdbuf();
return buffer.str();
}
} // namespace are