Files
OpenGLComputeShader/App/Source/Shader.cpp
2025-05-27 21:07:28 +10:00

185 lines
4.6 KiB
C++

#include "Shader.h"
#include <iostream>
#include <fstream>
#include <glad/gl.h>
static std::string ReadTextFile(const std::filesystem::path& path)
{
std::ifstream file(path);
if (!file.is_open())
{
std::cerr << "Failed to open file: " << path.string() << std::endl;
return {};
}
std::ostringstream contentStream;
contentStream << file.rdbuf();
return contentStream.str();
}
uint32_t CreateComputeShader(const std::filesystem::path& path)
{
std::string shaderSource = ReadTextFile(path);
GLuint shaderHandle = glCreateShader(GL_COMPUTE_SHADER);
const GLchar* source = (const GLchar*)shaderSource.c_str();
glShaderSource(shaderHandle, 1, &source, 0);
glCompileShader(shaderHandle);
GLint isCompiled = 0;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(shaderHandle, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteShader(shaderHandle);
return -1;
}
GLuint program = glCreateProgram();
glAttachShader(program, shaderHandle);
glLinkProgram(program);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteProgram(program);
glDeleteShader(shaderHandle);
return -1;
}
glDetachShader(program, shaderHandle);
return program;
}
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path)
{
uint32_t newShaderHandle = CreateComputeShader(path);
// Return old shader if compilation failed
if (newShaderHandle == -1)
return shaderHandle;
glDeleteProgram(shaderHandle);
return newShaderHandle;
}
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
{
std::string vertexShaderSource = ReadTextFile(vertexPath);
std::string fragmentShaderSource = ReadTextFile(fragmentPath);
// Vertex shader
GLuint vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER);
const GLchar* source = (const GLchar*)vertexShaderSource.c_str();
glShaderSource(vertexShaderHandle, 1, &source, 0);
glCompileShader(vertexShaderHandle);
GLint isCompiled = 0;
glGetShaderiv(vertexShaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vertexShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(vertexShaderHandle, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteShader(vertexShaderHandle);
return -1;
}
// Fragment shader
GLuint fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER);
source = (const GLchar*)fragmentShaderSource.c_str();
glShaderSource(fragmentShaderHandle, 1, &source, 0);
glCompileShader(fragmentShaderHandle);
isCompiled = 0;
glGetShaderiv(fragmentShaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(fragmentShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(fragmentShaderHandle, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteShader(fragmentShaderHandle);
return -1;
}
// Program linking
GLuint program = glCreateProgram();
glAttachShader(program, vertexShaderHandle);
glAttachShader(program, fragmentShaderHandle);
glLinkProgram(program);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteProgram(program);
glDeleteShader(vertexShaderHandle);
glDeleteShader(fragmentShaderHandle);
return -1;
}
glDetachShader(program, vertexShaderHandle);
glDetachShader(program, fragmentShaderHandle);
return program;
}
uint32_t ReloadGraphicsShader(uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
{
uint32_t newShaderHandle = CreateGraphicsShader(vertexPath, fragmentPath);
// Return old shader if compilation failed
if (newShaderHandle == -1)
return shaderHandle;
glDeleteProgram(shaderHandle);
return newShaderHandle;
}