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