DuctTaped_GL/DGL/DGL_Shader.hpp

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/*
Title : Ducktaped GL: Shader
Author: Edward R. Gonzalez
Description:
All the wrappers for the openGL shader related and and implementation of a basic light and phong shader.
*/
#pragma once
//DGL
#include "DGL_Enum.hpp"
#include "DGL_Types.hpp"
#include "DGL_Buffers.hpp"
#include "DGL_Space.hpp"
// Non-Standard C++
#include "Cpp_Alias.hpp"
namespace DGL
{
// Forward Declarations
void GetShaderInfo (ID<Shader > _shader , gSize _logLength , gSize* _infoLengthRef , char* _infoLogRef );
void QueryShader (ID<Shader > _shaderToQuery , EShaderInfo _shaderInfoDesired, gInt* const _requestedInfoObject );
void MakeShader (ID<Shader >& _shaderIDHolder , EShaderType _typeOfShader , uInt64 _numberOfStringElements , const char** const _sourceCode, gInt* const _lengthsOfStrings);
void MakeShaderProgram(ID<ShaderProgram>& _shaderProgramIDHolder, ID<Shader> _vertexShader , ID<Shader> _fragShader );
// Functions
GLint ActiveUniforms(ID<Shader> _shaderToQueryForUniforms)
{
GLint uniforms;
glGetProgramiv(_shaderToQueryForUniforms, GL_ACTIVE_UNIFORMS, &uniforms);
for (int uniformIndex = 0; uniformIndex < uniforms; uniformIndex++)
{
int name_len = -1, num = -1;
GLenum type = GL_ZERO;
char name[100];
glGetActiveUniform(_shaderToQueryForUniforms, GLuint(uniformIndex), sizeof(name) - 1, &name_len, &num, &type, name);
name[name_len] = 0;
}
return uniforms;
}
void AttachShader(ID<ShaderProgram> _shaderProgram, ID<Shader> _shaderToAttach)
{
glAttachShader(_shaderProgram, _shaderToAttach);
return;
}
void BindShaderSource(ID<Shader> _shader, gSize _numberOfStringElements, const char** _sourceCode, gInt* const _lengthsOfStrings)
{
glShaderSource(_shader, _numberOfStringElements, _sourceCode, _lengthsOfStrings); //Address(_sourceCode), Address(_lengthsOfStrings));
return;
}
void CompileShader(ID<Shader> _shaderToCompile)
{
glCompileShader(_shaderToCompile);
gInt Result = gInt(EBool::False);
gSize InfoLogLength;
QueryShader(_shaderToCompile, EShaderInfo::CompileStatus, &Result);
if (!Result)
{
QueryShader(_shaderToCompile, EShaderInfo::InfoLogLength, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> ErrorMessage(InfoLogLength + 1);
GetShaderInfo(_shaderToCompile, InfoLogLength, nullptr, &ErrorMessage.at(0));
throw std::runtime_error(&ErrorMessage.at(0));
}
else
{
throw std::runtime_error("Shader compilation failed and did not get a proper info log.");
}
}
return;
}
ID<Shader> CreateShader(EShaderType _typeOfShader)
{
return glCreateShader(GLenum(_typeOfShader));
}
ID<ShaderProgram> CreateShaderProgram()
{
return glCreateProgram();
}
void DeleteShader(ID<Shader> _shaderToDelete)
{
glDeleteShader(_shaderToDelete);
return;
}
void DetachShader(ID<ShaderProgram> _shaderProgram, ID<Shader> _shaderToDetach)
{
glDetachShader(_shaderProgram, _shaderToDetach);
return;
}
void GetShaderInfo(ID<Shader> _shader, gSize _logLength, gSize* const _infoLengthRef, char* _infoLogRef)
{
glGetShaderInfoLog(_shader, _logLength, _infoLengthRef, _infoLogRef);
return;
}
void GetShaderProgramInfo(ID<ShaderProgram> _shaderProgram, gSize _logLength, gSize* const _infoLengthRef, char* _infoLogRef)
{
glGetProgramInfoLog(_shaderProgram, _logLength, _infoLengthRef, _infoLogRef);
return;
}
ID<Matrix> GetUniformVariable(const ID<ShaderProgram> _programID, const char* _nameOfVariable)
{
return glGetUniformLocation(_programID, _nameOfVariable);
}
void LinkProgramShader(ID<ShaderProgram> _shaderProgramToLink)
{
glLinkProgram(_shaderProgramToLink);
return;
}
void QueryShader(ID<Shader> _shaderToQuery, EShaderInfo _shaderInfoDesired, gInt* const _requestedInfoObject)
{
glGetShaderiv(_shaderToQuery, GLenum(_shaderInfoDesired), _requestedInfoObject);
return;
}
void QueryShaderProgram(ID<ShaderProgram> _shaderToQuery, EShaderProgramInfo _shaderProgramInfoDesired, gInt* _requestedInfoObject)
{
glGetProgramiv(_shaderToQuery, GLenum(_shaderProgramInfoDesired), _requestedInfoObject);
return;
}
ID<ShaderProgram> LoadShaders(const char* const _vertexShaderFilePath, const char* const _fragmentShaderFilePath)
{
using std::vector;
string vertexShaderCode ;
string fragmentShaderCode ;
ifstream vertexShaderFileStream ;
ifstream fragmentShaderFileStream;
vertexShaderFileStream .open(_vertexShaderFilePath);
fragmentShaderFileStream.open(_fragmentShaderFilePath);
if (vertexShaderFileStream.is_open() and fragmentShaderFileStream.is_open())
{
stringstream vertSourceStrStream;
stringstream fragSourceStrStream;
vertSourceStrStream << vertexShaderFileStream .rdbuf();
fragSourceStrStream << fragmentShaderFileStream.rdbuf();
vertexShaderFileStream .close();
fragmentShaderFileStream.close();
vertexShaderCode = vertSourceStrStream.str();
fragmentShaderCode = fragSourceStrStream.str();
}
else
{
throw std::runtime_error("Impossible to open% s.Are you in the right directory ? Don't forget to read the FAQ !");
}
const char* vertexSourcePtr = vertexShaderCode .c_str();
const char* fragmentSourcePtr = fragmentShaderCode.c_str();
cout << "Compiling shader: " << _vertexShaderFilePath << endl;
ID<Shader> vertexShader = CreateShader(EShaderType::Vertex);
BindShaderSource(vertexShader, 1, &vertexSourcePtr, NULL);
CompileShader (vertexShader );
cout << "Compiling shader: " << _fragmentShaderFilePath << endl;
ID<Shader> fragmentShader = CreateShader(EShaderType::Fragment);
BindShaderSource(fragmentShader, 1, &fragmentSourcePtr, NULL);
CompileShader (fragmentShader );
cout << "Making Shader Program and Linking..." << endl;
ID<ShaderProgram> generatedProgram;
MakeShaderProgram(generatedProgram, vertexShader, fragmentShader);
DeleteShader(vertexShader );
DeleteShader(fragmentShader);
return generatedProgram;
}
void MakeShader
(
ID<Shader>& _shaderIDHolder ,
EShaderType _typeOfShader ,
gSize _numberOfStringElements,
const char** const _sourceCode ,
gInt* const _lengthsOfStrings
)
{
_shaderIDHolder = CreateShader(_typeOfShader);
BindShaderSource(_shaderIDHolder, _numberOfStringElements, _sourceCode, _lengthsOfStrings);
CompileShader(_shaderIDHolder);
return;
}
void MakeShaderProgram(ID<ShaderProgram>& _shaderProgramIDHolder, ID<Shader> _vertexShader, ID<Shader> _fragShader)
{
_shaderProgramIDHolder = CreateShaderProgram();
AttachShader(_shaderProgramIDHolder, _vertexShader);
AttachShader(_shaderProgramIDHolder, _fragShader );
LinkProgramShader(_shaderProgramIDHolder);
gInt Result = false;
QueryShaderProgram(_shaderProgramIDHolder, EShaderProgramInfo::LinkStatus, &Result);
if (!Result)
{
gInt infoLogLength;
QueryShaderProgram(_shaderProgramIDHolder, EShaderProgramInfo::InfoLogLength, &infoLogLength);
if (infoLogLength > 0)
{
std::vector<char> ErrorMessage(infoLogLength + 1);
GetShaderProgramInfo(_shaderProgramIDHolder, infoLogLength, NULL, &ErrorMessage.at(0));
cout << (char*)&ErrorMessage[0] << endl;
throw std::runtime_error(&ErrorMessage.at(0));
}
else
{
throw std::runtime_error("ShaderProgram compilation failed and did not get a proper info log.");
}
}
DetachShader(_shaderProgramIDHolder, _vertexShader);
DetachShader(_shaderProgramIDHolder, _fragShader );
return;
}
// MVA: MatrixVariableArray
void SetUniformVariable_MVA(ID<Matrix> _matrixID, gSize _numMatricies, gBoolean _shouldTransposeValues, const gFloat& _dataPtr)
{
glUniformMatrix4fv(_matrixID, _numMatricies, _shouldTransposeValues, &_dataPtr);
return;
}
void SetUniformVariable_Vector3(ID<Vec3> _ID, gSize _num, const gFloat& _dataPtr)
{
glUniform3fv(_ID, _num, &_dataPtr);
return;
}
void SetUniformVariable_Float(ID<gFloat> _ID, gFloat _data)
{
glUniform1f(_ID, _data);
return;
}
void UseProgramShader(ID<ShaderProgram> _shaderProgramToUse)
{
glUseProgram(_shaderProgramToUse);
return;
}
namespace Basic_LightShader
{
ID<ShaderProgram> Shader;
ID<CoordSpace> ScreenSpaceVarID;
void LoadShader()
{
Shader = LoadShaders("./Shaders/BasicLight.vert", "./Shaders/BasicLight.frag");
ScreenSpaceVarID = GetUniformVariable(Shader, "ScreenSpaceTransform");
return;
}
void Use(const CoordSpace& _lampTransform)
{
UseProgramShader(Shader);
SetUniformVariable_MVA(ScreenSpaceVarID, 1, false, _lampTransform[0][0]);
EnableVertexAttributeArray(0);
EnableVertexAttributeArray(1);
return;
}
void Stop()
{
DisableVertexAttributeArray(0);
DisableVertexAttributeArray(1);
return;
}
}
struct Material_Phong
{
VecColor Color ;
gFloat Ambience;
gFloat Diffuse ;
gFloat Specular;
};
namespace PhongShader
{
ID<ShaderProgram> ShaderID;
ID<CoordSpace> ModelSpaceID, InverseModelSpaceID, ViewportID, ProjectionID;
ID<Vec3> LightPositionID, ObjectColorID, LightColorID;
ID<gFloat> AmbientStrengthID, DiffuseStrengthID, SpecularStrengthID;
gInt VertexIndexID, NormalIndexID;
void LoadShader()
{
ShaderID = LoadShaders("./Shaders/PhongShader.vert", "./Shaders/PhongShader.frag");
InverseModelSpaceID = GetUniformVariable(ShaderID, "InverseModelSpace");
ModelSpaceID = GetUniformVariable(ShaderID, "ModelSpace" );
ProjectionID = GetUniformVariable(ShaderID, "Projection" );
ViewportID = GetUniformVariable(ShaderID, "Viewport" );
ObjectColorID = GetUniformVariable(ShaderID, "ObjectColor" );
LightColorID = GetUniformVariable(ShaderID, "LightColor" );
LightPositionID = GetUniformVariable(ShaderID, "LightPosition");
AmbientStrengthID = GetUniformVariable(ShaderID, "AmbientStrength" );
DiffuseStrengthID = GetUniformVariable(ShaderID, "DiffuseStrength" );
SpecularStrengthID = GetUniformVariable(ShaderID, "SpecularStrength");
return;
}
void Use
(
const CoordSpace& _projection ,
const CoordSpace& _viewport ,
const CoordSpace& _objectTransform,
const Vector3& _lightPosition ,
const Vector3& _lightColor ,
const Material_Phong& _material
)
{
CoordSpace inverseTransform = Inverse(_viewport * _objectTransform);
UseProgramShader(ShaderID);
SetUniformVariable_MVA(InverseModelSpaceID, 1, false, inverseTransform[0][0]);
SetUniformVariable_MVA(ModelSpaceID , 1, false, _objectTransform[0][0]);
SetUniformVariable_MVA(ProjectionID , 1, false, _projection [0][0]);
SetUniformVariable_MVA(ViewportID , 1, false, _viewport [0][0]);
SetUniformVariable_Vector3(LightPositionID, 1, _lightPosition[0]);
SetUniformVariable_Vector3(ObjectColorID , 1, _material.Color[0]);
SetUniformVariable_Vector3(LightColorID , 1, _lightColor [0]);
SetUniformVariable_Float(AmbientStrengthID , _material.Ambience);
SetUniformVariable_Float(DiffuseStrengthID , _material.Diffuse );
SetUniformVariable_Float(SpecularStrengthID, _material.Specular);
EnableVertexAttributeArray(0);
EnableVertexAttributeArray(1);
return;
}
void Stop()
{
DisableVertexAttributeArray(1);
DisableVertexAttributeArray(0);
return;
}
}
void LoadDefaultShaders()
{
Basic_LightShader::LoadShader();
PhongShader ::LoadShader();
return;
}
}