175 lines
3.0 KiB
C++
175 lines
3.0 KiB
C++
#ifndef GLW_SHADER_H
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#define GLW_SHADER_H
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#include <string>
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#include "./object.h"
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namespace glw
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{
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class ShaderArguments : public ObjectArguments
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{
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public:
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typedef ObjectArguments BaseType;
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typedef ShaderArguments ThisType;
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std::string source;
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ShaderArguments(void)
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{
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this->clear();
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}
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void clear(void)
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{
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BaseType::clear();
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this->source.clear();
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}
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};
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class SafeShader : public virtual SafeObject
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{
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public:
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typedef SafeObject BaseType;
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typedef SafeShader ThisType;
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const std::string & source(void) const
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{
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return this->m_source;
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}
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const std::string & log(void) const
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{
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return this->m_log;
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}
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bool isCompiled(void) const
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{
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return this->m_compiled;
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}
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protected:
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std::string m_source;
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std::string m_log;
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bool m_compiled;
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SafeShader(Context * ctx)
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: BaseType (ctx)
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, m_compiled (false)
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{
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;
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}
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};
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class Shader : public Object, public virtual SafeShader
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{
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public:
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typedef Object BaseType;
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typedef SafeShader SafeType;
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typedef Shader ThisType;
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protected:
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Shader(Context * ctx)
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: SafeObject (ctx)
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, BaseType (ctx)
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, SafeType (ctx)
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{
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;
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}
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virtual ~Shader(void)
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{
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this->destroy();
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}
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virtual GLenum shaderType(void) const = 0;
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bool create(const ShaderArguments & args)
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{
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this->destroy();
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const GLenum shType = this->shaderType();
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this->m_name = glCreateShader(shType);
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this->setBinding(shType, 0);
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this->bind();
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this->compile(args.source);
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return this->m_compiled;
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}
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virtual void doDestroy(Context * ctx, GLuint name)
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{
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(void)ctx;
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if (name == 0) return;
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this->m_source.clear();
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this->m_log.clear();
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this->m_compiled = false;
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glDeleteShader(name);
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}
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virtual void doBind(void)
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{
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;
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}
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virtual void doUnbind(void)
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{
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;
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}
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void compile(const std::string & source)
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{
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GLW_ASSERT(this->isValid());
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const char * src = source.c_str();
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glShaderSource(this->m_name, 1, &src, 0);
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glCompileShader(this->m_name);
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GLint compileStatus = 0;
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glGetShaderiv(this->m_name, GL_COMPILE_STATUS, &compileStatus);
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this->m_source = source;
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this->m_log = ThisType::getInfoLog(this->m_name);
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this->m_compiled = (compileStatus != GL_FALSE);
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}
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private:
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static std::string getInfoLog(GLuint Shader)
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{
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std::string log;
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GLint logLen = 0;
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glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &logLen);
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if (logLen > 0)
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{
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char * sLog = new char[logLen + 1];
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glGetShaderInfoLog(Shader, logLen, &logLen, sLog);
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if (logLen > 0)
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{
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if (sLog[0] != '\0')
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{
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sLog[logLen - 1] = '\0';
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log = sLog;
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}
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}
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delete [] sLog;
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}
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return log;
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}
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};
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typedef detail::SafeHandle <Shader> ShaderHandle;
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typedef detail::UnsafeHandle <Shader> BoundShader;
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};
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#endif // GLW_SHADER_H
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