paysages3d/src/render/opengl/OpenGLShaderProgram.cpp
2016-07-23 22:58:32 +02:00

108 lines
3.2 KiB
C++

#include "OpenGLShaderProgram.h"
#include "Color.h"
#include "Logs.h"
#include "OpenGLFunctions.h"
#include "OpenGLRenderer.h"
#include "OpenGLSharedState.h"
#include "OpenGLVertexArray.h"
#include "Texture2D.h"
#include "Texture3D.h"
#include "Texture4D.h"
#include <QDir>
#include <QOpenGLShaderProgram>
OpenGLShaderProgram::OpenGLShaderProgram(const string &name, OpenGLRenderer *renderer)
: renderer(renderer), name(name) {
program = new QOpenGLShaderProgram();
functions = renderer->getOpenGlFunctions();
state = new OpenGLSharedState();
compiled = false;
bound = false;
}
OpenGLShaderProgram::~OpenGLShaderProgram() {
delete program;
delete state;
}
void OpenGLShaderProgram::addVertexSource(const string &path) {
QFile file(QString(":/shaders/%1.vert").arg(QString::fromStdString(path)));
if (file.open(QIODevice::ReadOnly | QIODevice::Text)) {
source_vertex += QString(file.readAll()).toStdString() + "\n";
} else {
Logs::error("OpenGL") << "Can't open vertex file " << file.fileName().toStdString() << endl;
}
}
void OpenGLShaderProgram::addFragmentSource(const string &path) {
QFile file(QString(":/shaders/%1.frag").arg(QString::fromStdString(path)));
if (file.open(QIODevice::ReadOnly | QIODevice::Text)) {
source_fragment += QString(file.readAll()).toStdString() + "\n";
} else {
Logs::error("OpenGL") << "Can't open fragment file " << file.fileName().toStdString() << endl;
}
}
void OpenGLShaderProgram::destroy(OpenGLFunctions *) {
program->removeAllShaders();
}
void OpenGLShaderProgram::compile() {
string prefix = string("#version ") + OPENGL_GLSL_VERSION + "\n\n";
program->addShaderFromSourceCode(QOpenGLShader::Vertex, QString::fromStdString(prefix + source_vertex));
program->addShaderFromSourceCode(QOpenGLShader::Fragment, QString::fromStdString(prefix + source_fragment));
program->bindAttributeLocation("vertex", 0);
program->bindAttributeLocation("uv", 1);
if (not program->link()) {
Logs::warning("OpenGL") << "Error while compiling shader " << name << endl
<< program->log().toStdString() << endl;
} else if (program->log().length() > 0) {
Logs::debug("OpenGL") << "Shader " << name << " compilation output:" << endl
<< program->log().toStdString() << endl;
} else {
Logs::debug("OpenGL") << "Shader " << name << " compiled" << endl;
}
}
bool OpenGLShaderProgram::bind(OpenGLSharedState *state) {
if (not compiled) {
compile();
compiled = true;
}
if (program->bind()) {
bound = true;
unsigned int texture_unit = 0;
renderer->getSharedState()->apply(this, texture_unit);
if (state) {
state->apply(this, texture_unit);
}
return true;
} else {
return false;
}
}
void OpenGLShaderProgram::release() {
bound = false;
program->release();
}
void OpenGLShaderProgram::draw(OpenGLVertexArray *vertices, OpenGLSharedState *state, int start, int count) {
if (bind(state)) {
vertices->render(functions, start, count);
release();
}
}
unsigned int OpenGLShaderProgram::getId() const {
return program->programId();
}