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path: root/src/RenderBackend/OpenGL/ShaderProgram.cpp
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#include "../../../include/RenderBackend/OpenGL/ShaderProgram.hpp"

#include "../../../include/RenderBackend/OpenGL/Shader.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"

using namespace std;

namespace amalgine {
    ShaderProgram::ShaderProgram(u32 shader_program_id) : program_id(shader_program_id) {
        
    }
    
    ShaderProgram::~ShaderProgram()
    {
        GLint numAttachedShaders = 0;
        glGetProgramiv(program_id, GL_ATTACHED_SHADERS, &numAttachedShaders);
        
        GLuint *attachedShaders = new GLuint[numAttachedShaders];
        glGetAttachedShaders(program_id, numAttachedShaders, nullptr, attachedShaders);
        
        for(int i = 0; i < numAttachedShaders; ++i)
        {
            GLuint attachedShaderId = attachedShaders[i];
            glDetachShader(program_id, attachedShaderId);
        }
        
        glDeleteProgram(program_id);
        delete []attachedShaders;
    }
    
    #if 0
    bool ShaderProgram::setPixelShader(CompiledPixelShader *pixelShader)
    {
        if(!pixelShader) return false;
        
        // TODO: Do not allow adding shader if the program has already been built
        glAttachShader(shaderProgramId, pixelShader->getShaderId());
        
        const auto &pixelAttributes = pixelShader->getPixelAttributes();
        for(const auto &pixelAttribute : pixelAttributes)
        {
            const string &attributeName = pixelAttribute.first;
            i32 attributeLocation = pixelAttribute.second;
            glBindFragDataLocation(shaderProgramId, attributeLocation, attributeName.c_str());
        }
        
        return true;
    }
    #endif
    
    // static
    Result<std::unique_ptr<ShaderProgram>> ShaderProgram::build(const std::vector<Shader*> &shaders) {
        u32 shader_program_id = glCreateProgram();
        if(shader_program_id == 0)
            return Result<std::unique_ptr<ShaderProgram>>::Err("Failed to create shader program");
        
        for(Shader *shader : shaders) {
            glAttachShader(shader_program_id, shader->id);
        }
        
        glLinkProgram(shader_program_id);
        std::unique_ptr<ShaderProgram> shader_program;
        shader_program.reset(new ShaderProgram(shader_program_id));
        return Result<std::unique_ptr<ShaderProgram>>::Ok(std::move(shader_program));
    }

    Result<Uniform> ShaderProgram::get_uniform_by_name(const char *name) {
        GLint uniform_id = glGetUniformLocation(program_id, name);
        if(uniform_id == -1)
            return Result<Uniform>::Err(std::string("Uniform with name ") + name + " was not found");

        Uniform uniform(uniform_id, program_id);
        return Result<Uniform>::Ok(std::move(uniform));
    }

    int ShaderProgram::set_input_data(const char *name, const DeviceMemory &data) {
        GLint attrib_location = glGetAttribLocation(program_id, name);
        if(attrib_location == -1) {
            fprintf(stderr, "No such attribute in shader: %s\n", name);
            return -1;
        }

        data.use();
        glEnableVertexAttribArray(attrib_location);
        switch(data.get_type()) {
            case DeviceMemoryType::NONE:
                return -1;
            case DeviceMemoryType::VEC2: {
                glVertexAttribPointer(attrib_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
                break;
            }
            case DeviceMemoryType::VEC3: {
                glVertexAttribPointer(attrib_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
                break;
            }
        }
        return 0;
    }

    void ShaderProgram::use() {
        glUseProgram(program_id);
    }
}