aboutsummaryrefslogtreecommitdiff
path: root/src/RenderBackend/OpenGL/VertexShader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/RenderBackend/OpenGL/VertexShader.cpp')
-rw-r--r--src/RenderBackend/OpenGL/VertexShader.cpp110
1 files changed, 110 insertions, 0 deletions
diff --git a/src/RenderBackend/OpenGL/VertexShader.cpp b/src/RenderBackend/OpenGL/VertexShader.cpp
new file mode 100644
index 0000000..b869624
--- /dev/null
+++ b/src/RenderBackend/OpenGL/VertexShader.cpp
@@ -0,0 +1,110 @@
+#include "../../../include/RenderBackend/OpenGL/VertexShader.hpp"
+#include "../../../include/RenderBackend/OpenGL/CommonShader.hpp"
+#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
+#include <cassert>
+
+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)
+ {
+ assert(attributeIndex < vertexAttributeNames.size());
+ return vertexAttributeNames[attributeIndex];
+ }
+
+ 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");
+
+ writeBody("void main() {\n");
+ ShaderVec4 glPosition = mainFunc();
+ mainFuncDefined = true;
+ writeBody("gl_Position = ");
+ 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;
+ vertexAttributeNames.push_back(variableName);
+
+ writeHeader("layout(location = ");
+ writeHeader(to_string(locationCounter));
+ ++locationCounter;
+ writeHeader(") in ");
+ writeHeader(typeName);
+ writeHeader(" ");
+ writeHeader(variableName);
+ writeHeader(";\n");
+ return attributeIndex;
+ }
+
+ string VertexShader::build()
+ {
+ 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;
+ }
+}