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-rw-r--r--include/RenderBackend/OpenGL/CommonShader.hpp11
-rw-r--r--include/RenderBackend/OpenGL/CompiledShader.hpp30
-rw-r--r--include/RenderBackend/OpenGL/DeviceMemory.hpp7
-rw-r--r--include/RenderBackend/OpenGL/PixelShader.hpp23
-rw-r--r--include/RenderBackend/OpenGL/ShaderProgram.hpp40
-rw-r--r--include/RenderBackend/OpenGL/ShaderVec.hpp8
-rw-r--r--include/RenderBackend/OpenGL/VertexShader.hpp9
7 files changed, 101 insertions, 27 deletions
diff --git a/include/RenderBackend/OpenGL/CommonShader.hpp b/include/RenderBackend/OpenGL/CommonShader.hpp
index a67aa68..80e63a9 100644
--- a/include/RenderBackend/OpenGL/CommonShader.hpp
+++ b/include/RenderBackend/OpenGL/CommonShader.hpp
@@ -1,7 +1,16 @@
#pragma once
+#include "../../types.hpp"
+#include <string>
+
namespace amalgine
{
+ struct ShaderAttribute
+ {
+ std::string name;
+ const char *typeName;
+ };
+
static bool isAlpha(char c)
{
return (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z');
@@ -30,4 +39,6 @@ namespace amalgine
return false;
}
+
+ std::string getShaderCompileLog(u32 shaderId);
}
diff --git a/include/RenderBackend/OpenGL/CompiledShader.hpp b/include/RenderBackend/OpenGL/CompiledShader.hpp
new file mode 100644
index 0000000..67e6418
--- /dev/null
+++ b/include/RenderBackend/OpenGL/CompiledShader.hpp
@@ -0,0 +1,30 @@
+#pragma once
+
+#include "../../types.hpp"
+
+namespace amalgine
+{
+ class CompiledVertexShader
+ {
+ friend class VertexShader;
+ public:
+ ~CompiledVertexShader();
+ u32 getShaderId() const;
+ private:
+ CompiledVertexShader(u32 _shaderId);
+ private:
+ u32 shaderId;
+ };
+
+ class CompiledPixelShader
+ {
+ friend class PixelShader;
+ public:
+ ~CompiledPixelShader();
+ u32 getShaderId() const;
+ private:
+ CompiledPixelShader(u32 _shaderId);
+ private:
+ u32 shaderId;
+ };
+}
diff --git a/include/RenderBackend/OpenGL/DeviceMemory.hpp b/include/RenderBackend/OpenGL/DeviceMemory.hpp
index 706529e..974c7cf 100644
--- a/include/RenderBackend/OpenGL/DeviceMemory.hpp
+++ b/include/RenderBackend/OpenGL/DeviceMemory.hpp
@@ -10,15 +10,16 @@ namespace amalgine
DISABLE_COPY(DeviceMemory)
public:
DeviceMemory();
+ ~DeviceMemory();
// Uploaded once, drawn many times
- void copyStatic(const DataView<f32> &data);
+ void copyAsStatic(const DataView<f32> &data);
// Created once, changed from time to time but drawn many times more than that
- void copyDynamic(const DataView<f32> &data);
+ void copyAsDynamic(const DataView<f32> &data);
// Uploaded once, drawn once (for example data that is changed every frame)
- void copyStream(const DataView<f32> &data);
+ void copyAsStream(const DataView<f32> &data);
private:
void copy(const DataView<f32> &data, i32 storageType);
private:
diff --git a/include/RenderBackend/OpenGL/PixelShader.hpp b/include/RenderBackend/OpenGL/PixelShader.hpp
index b869a8f..e025c6f 100644
--- a/include/RenderBackend/OpenGL/PixelShader.hpp
+++ b/include/RenderBackend/OpenGL/PixelShader.hpp
@@ -1,6 +1,9 @@
#pragma once
#include "../../DataView.hpp"
+#include "../../utils.hpp"
+#include "../../Result.hpp"
+#include "CommonShader.hpp"
#include "ShaderVec.hpp"
#include <string>
#include <unordered_map>
@@ -40,20 +43,38 @@ namespace amalgine
* Using the same PixelShader instance in multiple threads to define data is not thread safe.
* All get*** functions are thread safe.
*/
+ class CompiledPixelShader;
+
class PixelShader
{
+ DISABLE_COPY(PixelShader)
+ friend class ShaderProgram;
public:
PixelShader();
+ const std::string& getOutputAttributeName(i32 attributeIndex);
+ ShaderOutputVec4 defineOutputVec4(const std::string &name);
+
void defineMain(PixelShaderMainFunc mainFunc);
void assign(const ShaderOutputVec4 &lhsVariable, const ShaderVec4 &rhsVariable);
- std::string build() const;
+ Result<CompiledPixelShader*> compile();
private:
void writeHeader(const std::string &code);
void writeBody(const std::string &code);
+ std::string build() const;
+
+ /*
+ * Throws PixelShaderTooManyAttributes if too many pixel attributes are defined for the platform.
+ * Throws PixelShaderAttributeAlreadyDefined if a pixel attribute with the same name has already been defined.
+ */
+ i32 defineOutputVariable(const std::string &variableName, const char *typeName);
private:
std::string header;
std::string body;
+ int locationCounter;
+ i32 maxPixelAttribs; // Could make this static
+ std::unordered_map<std::string, i32> pixelAttributes;
+ std::vector<ShaderAttribute> pixelAttributeNames;
bool mainFuncDefined;
};
}
diff --git a/include/RenderBackend/OpenGL/ShaderProgram.hpp b/include/RenderBackend/OpenGL/ShaderProgram.hpp
index efeae5b..a3e8a0f 100644
--- a/include/RenderBackend/OpenGL/ShaderProgram.hpp
+++ b/include/RenderBackend/OpenGL/ShaderProgram.hpp
@@ -1,34 +1,38 @@
#pragma once
-#include "VertexShader.hpp"
-#include "PixelShader.hpp"
#include "../../Result.hpp"
#include "../../types.hpp"
+#include "../../utils.hpp"
#include <vector>
+#include <stdexcept>
namespace amalgine
{
+ class CompiledVertexShader;
+ class CompiledPixelShader;
+
+ class ShaderProgramUsedBeforeBuilt : public std::runtime_error
+ {
+ public:
+ // TODO: Add name to ShaderProgram so we know which shader has issue when
+ // an exception is thrown?
+ ShaderProgramUsedBeforeBuilt();
+ };
+
class ShaderProgram
{
+ DISABLE_COPY(ShaderProgram)
public:
ShaderProgram();
+ ~ShaderProgram();
- const std::string& getOutputAttributeName(i32 attributeIndex);
- ShaderOutputVec4 defineOutputVec4(const std::string &name);
- //Result<std::string> addVertexShader(const VertexShader &vertexShader);
- //Result<std::string> addPixelShader(const PixelShader &pixelShader);
- //void build();
- private:
- /*
- * Throws PixelShaderTooManyAttributes if too many pixel attributes are defined for the platform.
- * Throws PixelShaderAttributeAlreadyDefined if a pixel attribute with the same name has already been defined.
- */
- i32 defineOutputVariable(const std::string &variableName, const char *typeName);
+ bool addVertexShader(CompiledVertexShader *vertexShader);
+ bool addPixelShader(CompiledPixelShader *pixelShader);
+
+ Result<bool> build();
+ void use();
private:
- int locationCounter;
- i32 maxPixelAttribs; // Could make this static
- std::unordered_map<std::string, i32> pixelAttributes;
- std::vector<std::string> pixelAttributeNames;
- std::vector<u32> shaderIds;
+ u32 shaderProgramId;
+ bool built;
};
}
diff --git a/include/RenderBackend/OpenGL/ShaderVec.hpp b/include/RenderBackend/OpenGL/ShaderVec.hpp
index 0c0a88a..10e628c 100644
--- a/include/RenderBackend/OpenGL/ShaderVec.hpp
+++ b/include/RenderBackend/OpenGL/ShaderVec.hpp
@@ -6,7 +6,7 @@
namespace amalgine
{
class VertexShader;
- class ShaderProgram;
+ class PixelShader;
class ShaderInputVec2
{
@@ -62,20 +62,20 @@ namespace amalgine
class ShaderOutputVec4
{
- friend class ShaderProgram;
+ friend class PixelShader;
public:
const std::string& getName() const;
void operator=(const ShaderVec4 &shaderVec4);
private:
- ShaderOutputVec4(ShaderProgram *_pixelShader, i32 _attributeIndex) :
+ ShaderOutputVec4(PixelShader *_pixelShader, i32 _attributeIndex) :
pixelShader(_pixelShader),
attributeIndex(_attributeIndex)
{
}
private:
- ShaderProgram *shaderProgram;
+ PixelShader *pixelShader;
i32 attributeIndex;
};
}
diff --git a/include/RenderBackend/OpenGL/VertexShader.hpp b/include/RenderBackend/OpenGL/VertexShader.hpp
index 3239be2..43a5dd8 100644
--- a/include/RenderBackend/OpenGL/VertexShader.hpp
+++ b/include/RenderBackend/OpenGL/VertexShader.hpp
@@ -1,6 +1,8 @@
#pragma once
#include "../../DataView.hpp"
+#include "../../utils.hpp"
+#include "../../Result.hpp"
#include "ShaderVec.hpp"
#include <string>
#include <unordered_map>
@@ -40,18 +42,23 @@ namespace amalgine
* Using the same VertexShader instance in multiple threads to define data is not thread safe.
* All get*** functions are thread safe.
*/
+ class CompiledVertexShader;
+
class VertexShader
{
+ DISABLE_COPY(VertexShader)
+ friend class ShaderProgram;
public:
VertexShader();
const std::string& getInputAttributeName(i32 attributeIndex);
ShaderInputVec2 defineInputVec2(const std::string &name);
void defineMain(VertexShaderMainFunc mainFunc);
- std::string build() const;
+ Result<CompiledVertexShader*> compile();
private:
void writeHeader(const std::string &code);
void writeBody(const std::string &code);
+ std::string build() const;
/*
* Throws VertexShaderTooManyInputAttributes if too many vertex attributes are defined for the platform.