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#include "../../../include/RenderBackend/OpenGL/ShaderProgram.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include "../../../include/RenderBackend/OpenGL/CompiledShader.hpp"
using namespace std;
namespace amalgine
{
ShaderProgramUsedBeforeBuilt::ShaderProgramUsedBeforeBuilt() :
runtime_error("Shader program was used before it was built")
{
}
ShaderProgramNonExistingGlobalVariable::ShaderProgramNonExistingGlobalVariable(const char *variableName) :
runtime_error(string("There is no shader global variable with the name '") + variableName + "'")
{
}
ShaderProgram::ShaderProgram() : built(false)
{
shaderProgramId = glCreateProgram();
}
ShaderProgram::~ShaderProgram()
{
GLint numAttachedShaders;
glGetProgramiv(shaderProgramId, GL_ATTACHED_SHADERS, &numAttachedShaders);
GLuint *attachedShaders = new GLuint[numAttachedShaders];
glGetAttachedShaders(shaderProgramId, numAttachedShaders, nullptr, attachedShaders);
for(int i = 0; i < numAttachedShaders; ++i)
{
GLuint attachedShaderId = attachedShaders[i];
glDetachShader(shaderProgramId, attachedShaderId);
}
glDeleteProgram(shaderProgramId);
}
// TODO: Before adding shader to program, check if it has already been added
bool ShaderProgram::setVertexShader(CompiledVertexShader *vertexShader)
{
if(!vertexShader) return false;
// TODO: Do not allow adding shader if the program has already been built
glAttachShader(shaderProgramId, vertexShader->getShaderId());
return true;
}
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;
}
Result<bool> ShaderProgram::build()
{
if(built)
return Result<bool>::Err("Shader program already built");
glLinkProgram(shaderProgramId);
built = true;
return Result<bool>::Ok(true);
}
void ShaderProgram::use()
{
if(built)
{
glUseProgram(shaderProgramId);
}
else
{
throw ShaderProgramUsedBeforeBuilt();
}
}
ShaderProgramGlobalVec3 ShaderProgram::getGlobalVec3(const char *name)
{
if(built)
{
GLint uniformId = glGetUniformLocation(shaderProgramId, name);
if(uniformId == -1)
throw ShaderProgramNonExistingGlobalVariable(name);
return ShaderProgramGlobalVec3(this, uniformId);
}
else
{
throw ShaderProgramUsedBeforeBuilt();
}
}
}
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