mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-21 07:37:45 -04:00
e56b2e8d56
* tfrag3 data for merc2 * dma hooks for merc2 * start designing merc2 opengl, seems like the simple approach will be the best here * before bone packing experiment * fix up bones.gc * use uniform buffer * speedup, fix faces and eyes * final fixes
93 lines
2.9 KiB
C++
93 lines
2.9 KiB
C++
#include "Shader.h"
|
|
#include "common/util/FileUtil.h"
|
|
#include "common/log/log.h"
|
|
#include "game/graphics/pipelines/opengl.h"
|
|
#include "common/util/Assert.h"
|
|
|
|
Shader::Shader(const std::string& shader_name) {
|
|
// read the shader source
|
|
auto vert_src =
|
|
file_util::read_text_file(file_util::get_file_path({shader_folder, shader_name + ".vert"}));
|
|
auto frag_src =
|
|
file_util::read_text_file(file_util::get_file_path({shader_folder, shader_name + ".frag"}));
|
|
|
|
m_vert_shader = glCreateShader(GL_VERTEX_SHADER);
|
|
const char* src = vert_src.c_str();
|
|
glShaderSource(m_vert_shader, 1, &src, nullptr);
|
|
glCompileShader(m_vert_shader);
|
|
|
|
constexpr int len = 1024;
|
|
int compile_ok;
|
|
char err[len];
|
|
|
|
glGetShaderiv(m_vert_shader, GL_COMPILE_STATUS, &compile_ok);
|
|
if (!compile_ok) {
|
|
glGetShaderInfoLog(m_vert_shader, len, nullptr, err);
|
|
lg::error("Failed to compile vertex shader {}:\n{}\n", shader_name.c_str(), err);
|
|
m_is_okay = false;
|
|
return;
|
|
}
|
|
|
|
m_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
src = frag_src.c_str();
|
|
glShaderSource(m_frag_shader, 1, &src, nullptr);
|
|
glCompileShader(m_frag_shader);
|
|
|
|
glGetShaderiv(m_frag_shader, GL_COMPILE_STATUS, &compile_ok);
|
|
if (!compile_ok) {
|
|
glGetShaderInfoLog(m_frag_shader, len, nullptr, err);
|
|
lg::error("Failed to compile fragment shader {}:\n{}\n", shader_name.c_str(), err);
|
|
m_is_okay = false;
|
|
return;
|
|
}
|
|
|
|
m_program = glCreateProgram();
|
|
glAttachShader(m_program, m_vert_shader);
|
|
glAttachShader(m_program, m_frag_shader);
|
|
glLinkProgram(m_program);
|
|
|
|
glGetProgramiv(m_program, GL_LINK_STATUS, &compile_ok);
|
|
if (!compile_ok) {
|
|
glGetProgramInfoLog(m_program, len, nullptr, err);
|
|
lg::error("Failed to link shader {}:\n{}\n", shader_name.c_str(), err);
|
|
m_is_okay = false;
|
|
return;
|
|
}
|
|
|
|
glDeleteShader(m_vert_shader);
|
|
glDeleteShader(m_frag_shader);
|
|
m_is_okay = true;
|
|
}
|
|
|
|
void Shader::activate() {
|
|
ASSERT(m_is_okay);
|
|
glUseProgram(m_program);
|
|
}
|
|
|
|
ShaderLibrary::ShaderLibrary() {
|
|
at(ShaderId::SOLID_COLOR) = {"solid_color"};
|
|
at(ShaderId::DIRECT_BASIC) = {"direct_basic"};
|
|
at(ShaderId::DIRECT_BASIC_TEXTURED) = {"direct_basic_textured"};
|
|
at(ShaderId::DEBUG_RED) = {"debug_red"};
|
|
at(ShaderId::SPRITE) = {"sprite_3d"};
|
|
at(ShaderId::SKY) = {"sky"};
|
|
at(ShaderId::SKY_BLEND) = {"sky_blend"};
|
|
at(ShaderId::TFRAG3) = {"tfrag3"};
|
|
at(ShaderId::TFRAG3_NO_TEX) = {"tfrag3_no_tex"};
|
|
at(ShaderId::SPRITE3) = {"sprite3_3d"};
|
|
at(ShaderId::DIRECT2) = {"direct2"};
|
|
at(ShaderId::EYE) = {"eye"};
|
|
at(ShaderId::GENERIC) = {"generic"};
|
|
at(ShaderId::OCEAN_TEXTURE) = {"ocean_texture"};
|
|
at(ShaderId::OCEAN_TEXTURE_MIPMAP) = {"ocean_texture_mipmap"};
|
|
at(ShaderId::OCEAN_COMMON) = {"ocean_common"};
|
|
at(ShaderId::SHRUB) = {"shrub"};
|
|
at(ShaderId::SHADOW) = {"shadow"};
|
|
at(ShaderId::COLLISION) = {"collision"};
|
|
at(ShaderId::MERC2) = {"merc2"};
|
|
|
|
for (auto& shader : m_shaders) {
|
|
ASSERT_MSG(shader.okay(), "Shader compiled");
|
|
}
|
|
}
|