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authordec05eba <dec05eba@protonmail.com>2019-10-27 01:30:34 +0200
committerdec05eba <dec05eba@protonmail.com>2021-11-18 15:21:48 +0100
commitfbd2e5d9a802db4fb5e056705ec599ac423e09be (patch)
treeebe71975909a0767b5de045c28fc28d09292bca3 /src
parent24934c7823457767855bd0abb249a55b8a8c077d (diff)
Create Shader class as a base for vertex and pixel shader
Diffstat (limited to 'src')
-rw-r--r--src/RenderBackend/OpenGL/DeviceFrame.cpp2
-rw-r--r--src/RenderBackend/OpenGL/PixelShader.cpp130
-rw-r--r--src/RenderBackend/OpenGL/Shader.cpp169
-rw-r--r--src/RenderBackend/OpenGL/ShaderVec.cpp20
-rw-r--r--src/RenderBackend/OpenGL/VertexShader.cpp111
-rw-r--r--src/main.cpp9
6 files changed, 212 insertions, 229 deletions
diff --git a/src/RenderBackend/OpenGL/DeviceFrame.cpp b/src/RenderBackend/OpenGL/DeviceFrame.cpp
index 9d60597..e79dfa1 100644
--- a/src/RenderBackend/OpenGL/DeviceFrame.cpp
+++ b/src/RenderBackend/OpenGL/DeviceFrame.cpp
@@ -28,9 +28,11 @@ namespace amalgine
void DeviceFrame::draw()
{
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for(DeviceMemory *deviceMemory : buffers)
{
deviceMemory->draw();
}
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
diff --git a/src/RenderBackend/OpenGL/PixelShader.cpp b/src/RenderBackend/OpenGL/PixelShader.cpp
index f263513..e6006f2 100644
--- a/src/RenderBackend/OpenGL/PixelShader.cpp
+++ b/src/RenderBackend/OpenGL/PixelShader.cpp
@@ -1,103 +1,18 @@
#include "../../../include/RenderBackend/OpenGL/PixelShader.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include "../../../include/RenderBackend/OpenGL/CompiledShader.hpp"
-#include <cassert>
-
-using namespace std;
namespace amalgine
{
- PixelShaderTooManyAttributes::PixelShaderTooManyAttributes(i32 maxPixelAttributes) :
- runtime_error(string("Attempting to define more than ") + to_string(maxPixelAttributes) + " pixel attributes")
- {
-
- }
-
- PixelShaderAttributeAlreadyDefined::PixelShaderAttributeAlreadyDefined(const std::string &attributeName) :
- runtime_error(string("A pixel attribute with the name ") + attributeName + " has already been defined")
- {
-
- }
-
- PixelShaderInvalidAttributeName::PixelShaderInvalidAttributeName(const std::string &attributeName) :
- runtime_error(string("Pixel attribute name ") + attributeName + " is invalid")
- {
-
- }
-
- PixelShaderFunctionAlreadyDefined::PixelShaderFunctionAlreadyDefined(const std::string &funcName) :
- runtime_error(string("Pixel shader function already defined: ") + funcName)
+ PixelShader::PixelShader()
{
-
- }
-
- PixelShader::PixelShader() : locationCounter(0), mainFuncDefined(false)
- {
- glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxPixelAttribs);
- writeHeader("#version 330 core\n\n");
- }
-
- const string& PixelShader::getOutputAttributeName(i32 attributeIndex)
- {
- assert(attributeIndex < pixelAttributeNames.size());
- return pixelAttributeNames[attributeIndex].name;
+ glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxAttribs);
}
-
- ShaderOutputVec4 PixelShader::defineOutputVec4(const std::string &name)
- {
- i32 attributeIndex = defineOutputVariable(name, "vec4");
- return ShaderOutputVec4(this, attributeIndex);
- }
-
- // TODO: Generate warning if global variable is defined but not assigned to?
- ShaderGlobalVec3 PixelShader::defineGlobalVec3(const std::string &name)
- {
- if(!isShaderVariableNameValid(name.c_str()))
- throw PixelShaderInvalidAttributeName(name);
-
- if(globalAttributes.find(name) != globalAttributes.end())
- throw PixelShaderAttributeAlreadyDefined(name);
-
- writeHeader("uniform vec3 ");
- writeHeader(name);
- writeHeader(";\n");
-
- ShaderGlobalVec3 globalVec(name);
- globalAttributes[name] = globalVec.getVecObject();
- return ShaderGlobalVec3(globalVec);
- }
-
- i32 PixelShader::defineOutputVariable(const string &variableName, const char *typeName)
- {
- if(!isShaderVariableNameValid(variableName.c_str()))
- throw PixelShaderInvalidAttributeName(variableName);
-
- if(locationCounter + 1 > maxPixelAttribs)
- throw PixelShaderTooManyAttributes(maxPixelAttribs);
-
- if(pixelAttributes.find(variableName) != pixelAttributes.end())
- throw PixelShaderAttributeAlreadyDefined(variableName);
-
- i32 attributeIndex = locationCounter;
- pixelAttributes[variableName] = locationCounter;
- writeHeader("out ");
- writeHeader(typeName);
- writeHeader(" ");
- writeHeader(variableName);
- writeHeader(";\n");
-
- ShaderAttribute shaderAttribute;
- shaderAttribute.name = variableName;
- shaderAttribute.typeName = typeName;
- pixelAttributeNames.push_back(shaderAttribute);
- ++locationCounter;
- return attributeIndex;
- }
-
+
void PixelShader::defineMain(PixelShaderMainFunc mainFunc)
{
if(mainFuncDefined)
- throw PixelShaderFunctionAlreadyDefined("main");
+ throw ShaderFunctionAlreadyDefined("main");
writeBody("void main() {\n");
mainFunc();
@@ -105,38 +20,13 @@ namespace amalgine
writeBody("}\n\n");
}
- void PixelShader::assign(const ShaderOutputVec4 &lhsVariable, const ShaderVec4 &rhsVariable)
- {
- writeBody(lhsVariable.getName());
- writeBody(" = ");
- writeBody(rhsVariable.getOutput());
- writeBody(";\n");
- }
-
- string PixelShader::build() const
- {
- std::string result;
- result.reserve(header.size() + 2 + body.size());
- result += header;
- result += "\n";
- result += body;
- return result;
- }
-
- void PixelShader::writeHeader(const string &code)
- {
- header += code;
- }
-
- void PixelShader::writeBody(const string &code)
- {
- body += code;
- }
-
Result<CompiledPixelShader*> PixelShader::compile()
{
+ if(!mainFuncDefined)
+ return Result<CompiledPixelShader*>::Err("main function not defined (defineMain not called)");
+
GLuint fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
- string verterShaderSource = build();
+ std::string verterShaderSource = build();
const char *verterShaderSourcePtr = verterShaderSource.c_str();
printf("Vertex shader:\n%s\n", verterShaderSourcePtr);
glShaderSource(fragmentShaderId, 1, &verterShaderSourcePtr, NULL);
@@ -144,12 +34,12 @@ namespace amalgine
GLint status;
glGetShaderiv(fragmentShaderId, GL_COMPILE_STATUS, &status);
- string compileLog = getShaderCompileLog((u32)fragmentShaderId);
+ std::string compileLog = getShaderCompileLog((u32)fragmentShaderId);
if(status == GL_TRUE)
{
if(!compileLog.empty())
printf("Pixel shader compile log:\n%s", compileLog.c_str());
- return Result<CompiledPixelShader*>::Ok(new CompiledPixelShader(fragmentShaderId, move(pixelAttributes)));
+ return Result<CompiledPixelShader*>::Ok(new CompiledPixelShader(fragmentShaderId, move(inputAttributes)));
}
else
return Result<CompiledPixelShader*>::Err(compileLog);
diff --git a/src/RenderBackend/OpenGL/Shader.cpp b/src/RenderBackend/OpenGL/Shader.cpp
new file mode 100644
index 0000000..fad1702
--- /dev/null
+++ b/src/RenderBackend/OpenGL/Shader.cpp
@@ -0,0 +1,169 @@
+#include "../../../include/RenderBackend/OpenGL/Shader.hpp"
+#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
+#include "../../../include/RenderBackend/OpenGL/CompiledShader.hpp"
+#include <cassert>
+
+using namespace std;
+
+namespace amalgine {
+ ShaderTooManyAttributes::ShaderTooManyAttributes(i32 maxAttributes) :
+ runtime_error(string("Attempting to define more than ") + to_string(maxAttributes) + " attributes")
+ {
+
+ }
+
+ ShaderAttributeAlreadyDefined::ShaderAttributeAlreadyDefined(const std::string &attributeName) :
+ runtime_error(string("An attribute with the name ") + attributeName + " has already been defined")
+ {
+
+ }
+
+ ShaderInvalidAttributeName::ShaderInvalidAttributeName(const std::string &attributeName) :
+ runtime_error(string("Attribute name ") + attributeName + " is invalid")
+ {
+
+ }
+
+ ShaderFunctionAlreadyDefined::ShaderFunctionAlreadyDefined(const std::string &funcName) :
+ runtime_error(string("Shader function already defined: ") + funcName)
+ {
+
+ }
+
+ Shader::Shader() : inputLocationCounter(0), outputLocationCounter(0), mainFuncDefined(false)
+ {
+ writeHeader("#version 330 core\n\n");
+ }
+
+ const string& Shader::getOutputAttributeName(i32 attributeIndex)
+ {
+ assert(attributeIndex < (i32)outputAttributeNames.size());
+ return outputAttributeNames[attributeIndex].name;
+ }
+
+ const string& Shader::getInputAttributeName(i32 attributeIndex) const
+ {
+ assert(attributeIndex < (i32)inputAttributeNames.size());
+ return inputAttributeNames[attributeIndex].name;
+ }
+
+ AttributeType Shader::getInputAttributeType(i32 attributeIndex) const
+ {
+ assert(attributeIndex < (i32)inputAttributeNames.size());
+ return getAttributeTypeByName(inputAttributeNames[attributeIndex].typeName);
+ }
+
+ ShaderOutputVec4 Shader::defineOutputVec4(const std::string &name)
+ {
+ i32 attributeIndex = defineOutputVariable(name, "vec4");
+ return ShaderOutputVec4(this, attributeIndex);
+ }
+
+ // TODO: Generate warning if global variable is defined but not assigned to?
+ ShaderGlobalVec3 Shader::defineGlobalVec3(const std::string &name)
+ {
+ if(!isShaderVariableNameValid(name.c_str()))
+ throw ShaderInvalidAttributeName(name);
+
+ if(uniforms.find(name) != uniforms.end())
+ throw ShaderAttributeAlreadyDefined(name);
+
+ writeHeader("uniform vec3 ");
+ writeHeader(name);
+ writeHeader(";\n");
+
+ ShaderGlobalVec3 globalVec(name);
+ uniforms[name] = globalVec.getVecObject();
+ return ShaderGlobalVec3(globalVec);
+ }
+
+ i32 Shader::defineOutputVariable(const string &variableName, const char *typeName)
+ {
+ if(!isShaderVariableNameValid(variableName.c_str()))
+ throw ShaderInvalidAttributeName(variableName);
+
+ if(outputLocationCounter + 1 > maxAttribs)
+ throw ShaderTooManyAttributes(maxAttribs);
+
+ if(outputAttributes.find(variableName) != outputAttributes.end())
+ throw ShaderAttributeAlreadyDefined(variableName);
+
+ i32 attributeIndex = outputLocationCounter;
+ outputAttributes[variableName] = outputLocationCounter;
+ writeHeader("out ");
+ writeHeader(typeName);
+ writeHeader(" ");
+ writeHeader(variableName);
+ writeHeader(";\n");
+
+ ShaderAttribute shaderAttribute;
+ shaderAttribute.name = variableName;
+ shaderAttribute.typeName = typeName;
+ outputAttributeNames.push_back(shaderAttribute);
+ ++outputLocationCounter;
+ return attributeIndex;
+ }
+
+ ShaderInputVec2 Shader::defineInputVec2(const std::string &name)
+ {
+ i32 attributeIndex = defineInputVariable(name, "vec2");
+ return ShaderInputVec2(this, attributeIndex);
+ }
+
+ i32 Shader::defineInputVariable(const string &variableName, const char *typeName)
+ {
+ if(!isShaderVariableNameValid(variableName.c_str()))
+ throw ShaderInvalidAttributeName(variableName);
+
+ if(inputLocationCounter + 1 > maxAttribs)
+ throw ShaderTooManyAttributes(maxAttribs);
+
+ if(inputAttributes.find(variableName) != inputAttributes.end())
+ throw ShaderAttributeAlreadyDefined(variableName);
+
+ i32 attributeIndex = inputLocationCounter;
+ inputAttributes[variableName] = inputLocationCounter;
+ ShaderAttribute shaderAttribute;
+ shaderAttribute.name = variableName;
+ shaderAttribute.typeName = typeName;
+ inputAttributeNames.push_back(shaderAttribute);
+
+ writeHeader("layout(location = ");
+ writeHeader(to_string(inputLocationCounter));
+ ++inputLocationCounter;
+ writeHeader(") in ");
+ writeHeader(typeName);
+ writeHeader(" ");
+ writeHeader(variableName);
+ writeHeader(";\n");
+ return attributeIndex;
+ }
+
+ void Shader::assign(const ShaderOutputVec4 &lhsVariable, const ShaderVec4 &rhsVariable)
+ {
+ writeBody(lhsVariable.getName());
+ writeBody(" = ");
+ writeBody(rhsVariable.getOutput());
+ writeBody(";\n");
+ }
+
+ string Shader::build() const
+ {
+ std::string result;
+ result.reserve(header.size() + 2 + body.size());
+ result += header;
+ result += "\n";
+ result += body;
+ return result;
+ }
+
+ void Shader::writeHeader(const string &code)
+ {
+ header += code;
+ }
+
+ void Shader::writeBody(const string &code)
+ {
+ body += code;
+ }
+}
diff --git a/src/RenderBackend/OpenGL/ShaderVec.cpp b/src/RenderBackend/OpenGL/ShaderVec.cpp
index dd3bbe5..8897b84 100644
--- a/src/RenderBackend/OpenGL/ShaderVec.cpp
+++ b/src/RenderBackend/OpenGL/ShaderVec.cpp
@@ -1,6 +1,5 @@
#include "../../../include/RenderBackend/OpenGL/ShaderVec.hpp"
-#include "../../../include/RenderBackend/OpenGL/VertexShader.hpp"
-#include "../../../include/RenderBackend/OpenGL/PixelShader.hpp"
+#include "../../../include/RenderBackend/OpenGL/Shader.hpp"
#include "../../../include/RenderBackend/OpenGL/ShaderProgram.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include <cstring>
@@ -16,7 +15,16 @@ namespace amalgine
{
return AttributeType::VEC2;
}
+ else if(strncmp(attributeName, "vec3", 4) == 0)
+ {
+ return AttributeType::VEC3;
+ }
+ else if(strncmp(attributeName, "vec4", 4) == 0)
+ {
+ return AttributeType::VEC4;
+ }
+ assert(false);
return AttributeType::NONE;
}
@@ -28,13 +36,13 @@ namespace amalgine
const string& ShaderInputVec2::getName() const
{
- return vertexShader->getInputAttributeName(attributeIndex);
+ return shader->getInputAttributeName(attributeIndex);
}
void ShaderInputVec2::setData(const DeviceMemory &data)
{
data.use();
- AttributeType attributeType = vertexShader->getInputAttributeType(attributeIndex);
+ AttributeType attributeType = shader->getInputAttributeType(attributeIndex);
switch(attributeType)
{
case AttributeType::VEC2:
@@ -51,11 +59,11 @@ namespace amalgine
const string& ShaderOutputVec4::getName() const
{
- return pixelShader->getOutputAttributeName(attributeIndex);
+ return shader->getOutputAttributeName(attributeIndex);
}
void ShaderOutputVec4::operator=(const ShaderVec4 &shaderVec4)
{
- pixelShader->assign(*this, shaderVec4);
+ shader->assign(*this, shaderVec4);
}
}
diff --git a/src/RenderBackend/OpenGL/VertexShader.cpp b/src/RenderBackend/OpenGL/VertexShader.cpp
index ac9a159..19705b6 100644
--- a/src/RenderBackend/OpenGL/VertexShader.cpp
+++ b/src/RenderBackend/OpenGL/VertexShader.cpp
@@ -2,62 +2,16 @@
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include "../../../include/RenderBackend/OpenGL/CompiledShader.hpp"
-using namespace std;
-
-namespace amalgine
-{
- VertexShaderTooManyAttributes::VertexShaderTooManyAttributes(i32 maxVertexAttributes) :
- runtime_error(string("Attempting to define more than ") + to_string(maxVertexAttributes) + " vertex attributes")
- {
-
- }
-
- VertexShaderAttributeAlreadyDefined::VertexShaderAttributeAlreadyDefined(const std::string &attributeName) :
- runtime_error(string("A vertex attribute with the name ") + attributeName + " has already been defined")
- {
-
- }
-
- VertexShaderInvalidAttributeName::VertexShaderInvalidAttributeName(const std::string &attributeName) :
- runtime_error(string("Vertex attribute name ") + attributeName + " is invalid")
- {
-
- }
-
- VertexShaderFunctionAlreadyDefined::VertexShaderFunctionAlreadyDefined(const std::string &funcName) :
- runtime_error(string("Vertex shader function already defined: ") + funcName)
- {
-
- }
-
- VertexShader::VertexShader() : locationCounter(0), mainFuncDefined(false)
- {
- glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
- writeHeader("#version 330 core\n\n");
- }
-
- const string& VertexShader::getInputAttributeName(i32 attributeIndex) const
- {
- assert(attributeIndex < vertexAttributeNames.size());
- return vertexAttributeNames[attributeIndex].name;
- }
-
- AttributeType VertexShader::getInputAttributeType(i32 attributeIndex) const
+namespace amalgine {
+ VertexShader::VertexShader()
{
- assert(attributeIndex < vertexAttributeNames.size());
- return getAttributeTypeByName(vertexAttributeNames[attributeIndex].typeName);
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs);
}
-
- ShaderInputVec2 VertexShader::defineInputVec2(const std::string &name)
- {
- i32 attributeIndex = defineInputVariable(name, "vec2");
- return ShaderInputVec2(this, attributeIndex);
- }
-
+
void VertexShader::defineMain(VertexShaderMainFunc mainFunc)
{
if(mainFuncDefined)
- throw VertexShaderFunctionAlreadyDefined("main");
+ throw ShaderFunctionAlreadyDefined("main");
writeBody("void main() {\n");
ShaderVec4 glPosition = mainFunc();
@@ -66,60 +20,11 @@ namespace amalgine
writeBody(glPosition.getOutput());
writeBody(";\n}\n\n");
}
-
- i32 VertexShader::defineInputVariable(const string &variableName, const char *typeName)
- {
- if(!isShaderVariableNameValid(variableName.c_str()))
- throw VertexShaderInvalidAttributeName(variableName);
-
- if(locationCounter + 1 > maxVertexAttribs)
- throw VertexShaderTooManyAttributes(maxVertexAttribs);
-
- if(vertexAttributes.find(variableName) != vertexAttributes.end())
- throw VertexShaderAttributeAlreadyDefined(variableName);
-
- i32 attributeIndex = locationCounter;
- vertexAttributes[variableName] = locationCounter;
- ShaderAttribute shaderAttribute;
- shaderAttribute.name = variableName;
- shaderAttribute.typeName = typeName;
- vertexAttributeNames.push_back(shaderAttribute);
-
- writeHeader("layout(location = ");
- writeHeader(to_string(locationCounter));
- ++locationCounter;
- writeHeader(") in ");
- writeHeader(typeName);
- writeHeader(" ");
- writeHeader(variableName);
- writeHeader(";\n");
- return attributeIndex;
- }
-
- string VertexShader::build() const
- {
- std::string result;
- result.reserve(header.size() + 2 + body.size());
- result += header;
- result += "\n";
- result += body;
- return result;
- }
-
- void VertexShader::writeHeader(const string &code)
- {
- header += code;
- }
-
- void VertexShader::writeBody(const string &code)
- {
- body += code;
- }
-
+
Result<CompiledVertexShader*> VertexShader::compile()
{
GLuint vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
- string verterShaderSource = build();
+ std::string verterShaderSource = build();
const char *verterShaderSourcePtr = verterShaderSource.c_str();
printf("Vertex shader:\n%s\n", verterShaderSourcePtr);
glShaderSource(vertexShaderId, 1, &verterShaderSourcePtr, NULL);
@@ -127,7 +32,7 @@ namespace amalgine
GLint status;
glGetShaderiv(vertexShaderId, GL_COMPILE_STATUS, &status);
- string compileLog = getShaderCompileLog((u32)vertexShaderId);
+ std::string compileLog = getShaderCompileLog((u32)vertexShaderId);
if(status == GL_TRUE)
{
if(!compileLog.empty())
diff --git a/src/main.cpp b/src/main.cpp
index ada75e2..24ef4f8 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -133,7 +133,16 @@ CompiledVertexShader* createVertexShader(const DeviceMemory &inputData)
VertexShader vertexShader;
ShaderInputVec2 inputPosition = vertexShader.defineInputVec2("position");
inputPosition.setData(inputData);
+ #if 0
+ ShaderGlobalMat4x4 model = vertexShader.defineGlobalMat4x4("model");
+ ShaderGlobalMat4x4 view = vertexShader.defineGlobalMat4x4("view");
+ ShaderGlobalMat4x4 proj = vertexShader.defineGlobalMat4x4("proj");
+ vertexShader.defineMain([&inputPosition, &model, &view, &proj]()
+ {
+ return proj * view * model * ShaderVec4(inputPosition, 0.0f, 1.0f);
+ });
+ #endif
vertexShader.defineMain([&inputPosition]()
{
return ShaderVec4(inputPosition, 0.0f, 1.0f);