Adding Spectre/GfxDriver/ShaderProgram base class.
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77
include/Spectre/GfxDriver/ShaderProgram.h
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77
include/Spectre/GfxDriver/ShaderProgram.h
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#ifndef SPECTRE_GFXDRIVER_SHADERPROGRAM_H
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#define SPECTRE_GFXDRIVER_SHADERPROGRAM_H
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#include <Spectre/Math/Matrix4.h>
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#include <Spectre/Math/Color.h>
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namespace sp {
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enum ShaderType {
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Vertex,
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Fragment
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};
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class ShaderProgram
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{
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public:
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virtual ~ShaderProgram();
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// Load a shader program from file.
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virtual bool loadFromFile(const std::string& filename);
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// Load a shader from file.
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virtual bool loadFromFile(const std::string& filename, ShaderType type);
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// Load a shader from memory.
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virtual bool loadFromMemory(const std::string& source, ShaderType type) = 0;
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// Link the program.
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virtual bool link() = 0;
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// Returns true if the program was linked successfully
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virtual bool isLinked() const;
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// Enable this shader
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// All shader operations after this call will affect this shader.
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virtual void enable() const = 0;
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// Disable this shader
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// Operations will no longer affect this shader after this call.
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virtual void disable() const = 0;
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// Get the last shader error.
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virtual std::string getLastError() const;
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// ---------------------
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// Variables.
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// ---------------------
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// TODO: Move this to a ShaderParameter class
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virtual bool setMVPMatrix(const Matrix4f& matrix) = 0;
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// ---------------------
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// General Variables.
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// ---------------------
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virtual bool setAttribute(const std::string& name, float value) const = 0;
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virtual bool setAttribute(const std::string& name, const Matrix4f& matrix) const = 0;
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virtual bool setUniform(const std::string& name, const Matrix4f& matrix) const = 0;
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virtual bool setUniform(const std::string& name, const Color& color) const = 0;
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protected:
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std::string m_extension;
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mutable std::string m_error;
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bool m_linked;
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};
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} // namespace sp
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#endif /* SECTRE_GRAPHICS_SHADERPROGRAM_H */
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69
source/GfxDriver/ShaderProgram.cpp
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69
source/GfxDriver/ShaderProgram.cpp
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#include <Spectre/System/Path.h>
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#include <Spectre/System/File.h>
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#include <Spectre/GfxDriver/ShaderProgram.h>
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#include <string>
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namespace sp
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{
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ShaderProgram::~ShaderProgram()
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{
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}
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bool ShaderProgram::loadFromFile(const std::string& filename)
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{
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std::string extension = Path::getExtension(filename);
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// Meta file. load real shaders.
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if (extension == "shader." + m_extension) {
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// FIXME: This is ugly :)
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std::string base_name = filename.substr(0, filename.length() - extension.length());
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// vert and frag are not optional. they must exist.
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return loadFromFile(base_name + "vert." + m_extension, ShaderType::Vertex) &&
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loadFromFile(base_name + "frag." + m_extension, ShaderType::Fragment);
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} else if (extension == "vert." + m_extension) {
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return loadFromFile(filename, ShaderType::Vertex);
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} else if (extension == "frag." + m_extension) {
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return loadFromFile(filename, ShaderType::Fragment);
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}
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m_error = "Invalid file extension: " + extension;
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return false;
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}
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bool ShaderProgram::loadFromFile(const std::string& filename, ShaderType type)
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{
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std::string src;
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File file;
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if (!file.open(filename)) {
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m_error = "Can't open file: " + filename;
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return false;
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}
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// Load file into memory.
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if (!file.read(src)) {
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m_error = "Could not read file: " + filename;
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return false;
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}
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return loadFromMemory(src, type);
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}
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bool ShaderProgram::isLinked() const
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{
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return m_linked;
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}
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std::string ShaderProgram::getLastError() const
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{
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return m_error;
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}
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} // namespace sp
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