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ShaderManager.cpp
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#include "ShaderManager.h"
#include <array>
#include <fstream>
#include <iostream>
static std::string ReadFile(const std::filesystem::path & InFilePath)
{
std::string FileContents;
if (std::ifstream FileStream{ InFilePath.string(), std::ios::in })
{
FileContents.assign((std::istreambuf_iterator<char>(FileStream)), std::istreambuf_iterator<char>());
}
return FileContents;
}
bool FShaderManager::IsShaderValid(GLuint InShaderId, std::string& OutInfoLog)
{
// Verificar se o shader foi compilado
GLint Result = GL_TRUE;
glGetShaderiv(InShaderId, GL_COMPILE_STATUS, &Result);
if (Result == GL_FALSE)
{
// Erro ao compilar o shader, imprimir o log para saber o que está errado
GLint InfoLogLength = 0;
glGetShaderiv(InShaderId, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
GLint ShaderType = 0;
glGetShaderiv(InShaderId, GL_SHADER_TYPE, &ShaderType);
std::string ShaderInfoLog(InfoLogLength, '\0');
glGetShaderInfoLog(InShaderId, InfoLogLength, nullptr, &ShaderInfoLog[0]);
std::string_view ShaderTypeStr;
switch (ShaderType)
{
case GL_VERTEX_SHADER:
ShaderTypeStr = "Vertex";
break;
case GL_FRAGMENT_SHADER:
ShaderTypeStr = "Fragment";
break;
default:
ShaderTypeStr = "<Unknown>";
break;
}
std::cout << "Erro no " << ShaderTypeStr << " Shader: " << std::endl;
std::cout << ShaderInfoLog << std::endl;
OutInfoLog = ShaderInfoLog;
return false;
}
}
return true;
}
bool FShaderManager::IsProgramValid(GLuint InProgramId)
{
// Verificar o programa
GLint LinkStatus = GL_TRUE;
GLint ValidateStatus = GL_TRUE;
glGetProgramiv(InProgramId, GL_LINK_STATUS, &LinkStatus);
glGetProgramiv(InProgramId, GL_VALIDATE_STATUS, &ValidateStatus);
if (LinkStatus == GL_FALSE || ValidateStatus == GL_FALSE)
{
GLint InfoLogLength = 0;
glGetProgramiv(InProgramId, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::string ProgramInfoLog(InfoLogLength, '\0');
glGetProgramInfoLog(InProgramId, InfoLogLength, nullptr, &ProgramInfoLog[0]);
std::cout << "Erro ao linkar programa" << std::endl;
std::cout << ProgramInfoLog << std::endl;
return false;
}
}
return true;
}
bool FShaderManager::CompileAndLink(FShaderPtr InShader)
{
// Criar os identificadores de cada um dos shaders
const GLuint VertShaderId = glCreateShader(GL_VERTEX_SHADER);
const GLuint FragShaderId = glCreateShader(GL_FRAGMENT_SHADER);
const std::string VertexShaderSource = ReadFile(InShader->VertexShaderFilePath);
const std::string FragmentShaderSource = ReadFile(InShader->FragmentShaderFilePath);
if (VertexShaderSource.empty() || FragmentShaderSource.empty())
{
return false;
}
std::cout << "Compilando " << InShader->VertexShaderFilePath << std::endl;
const char* VertexShaderSourcePtr = VertexShaderSource.c_str();
glShaderSource(VertShaderId, 1, &VertexShaderSourcePtr, nullptr);
glCompileShader(VertShaderId);
std::cout << "Compilando " << InShader->FragmentShaderFilePath << std::endl;
const char* FragmentShaderSourcePtr = FragmentShaderSource.c_str();
glShaderSource(FragShaderId, 1, &FragmentShaderSourcePtr, nullptr);
glCompileShader(FragShaderId);
std::string VertexShaderInfoLog, FragmentShaderInfoLog;
if (IsShaderValid(VertShaderId, VertexShaderInfoLog) && IsShaderValid(FragShaderId, FragmentShaderInfoLog))
{
const GLint ProgramId = glCreateProgram();
std::cout << "Linkando Programa" << std::endl;
glAttachShader(ProgramId, VertShaderId);
glAttachShader(ProgramId, FragShaderId);
glLinkProgram(ProgramId);
glDetachShader(ProgramId, VertShaderId);
glDetachShader(ProgramId, FragShaderId);
glDeleteShader(VertShaderId);
glDeleteShader(FragShaderId);
if (IsProgramValid(ProgramId))
{
GLint NumUniforms = 0, MaxUniformNameLength = 0;
glGetProgramiv(ProgramId, GL_ACTIVE_UNIFORMS, &NumUniforms);
glGetProgramiv(ProgramId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &MaxUniformNameLength);
InShader->UniformBlockBindings.clear();
InShader->UniformLocations.clear();
for (GLint UniformIndex = 0; UniformIndex < NumUniforms; ++UniformIndex)
{
std::string UniformNameBuffer(MaxUniformNameLength, '\0');
GLsizei UniformNameLength = 0;
GLint UniformSize = 0;
GLenum UniformType;
glGetActiveUniform(ProgramId, UniformIndex, MaxUniformNameLength, &UniformNameLength, &UniformSize, &UniformType, UniformNameBuffer.data());
const std::string UniformName = UniformNameBuffer.substr(0, UniformNameLength);
const GLint UniformLoc = glGetUniformLocation(ProgramId, UniformName.c_str());
InShader->UniformLocations[UniformName] = UniformLoc;
}
GLint NumUniformBlocks = 0, MaxUniformBlockNameLength = 0;
glGetProgramiv(ProgramId, GL_ACTIVE_UNIFORM_BLOCKS, &NumUniformBlocks);
glGetProgramiv(ProgramId, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &MaxUniformBlockNameLength);
for (GLint UBOIndex = 0; UBOIndex < NumUniformBlocks; ++UBOIndex)
{
std::string UniformBlockNameBuffer(MaxUniformBlockNameLength, '\0');
GLsizei UniformBlockNameLength = 0;
glGetActiveUniformBlockName(ProgramId, UBOIndex, MaxUniformBlockNameLength, &UniformBlockNameLength, UniformBlockNameBuffer.data());
const std::string UniformBlockName = UniformBlockNameBuffer.substr(0, UniformBlockNameLength);
glUniformBlockBinding(ProgramId, UBOIndex, UBOIndex);
InShader->UniformBlockBindings[UniformBlockName] = UBOIndex;
}
InShader->ProgramId = ProgramId;
return true;
}
}
else
{
if (!VertexShaderInfoLog.empty())
{
FailureLogs[InShader->VertexShaderFilePath] = VertexShaderInfoLog;
}
if (!FragmentShaderSource.empty())
{
FailureLogs[InShader->FragmentShaderFilePath] = FragmentShaderInfoLog;
}
}
return false;
}
FShaderPtr FShaderManager::AddShader(const std::string& InVertexShaderFile, const std::string& InFragmentShaderFile)
{
const std::filesystem::path AbsoluteVertexShaderFile = std::filesystem::absolute(std::filesystem::path{ ShadersDir } / InVertexShaderFile);
const std::filesystem::path AbsoluteFragShaderFile = std::filesystem::absolute(std::filesystem::path{ ShadersDir } / InFragmentShaderFile);
FShaderPtr Shader = std::make_shared<FShader>();
Shader->VertexShaderFilePath = AbsoluteVertexShaderFile;
Shader->FragmentShaderFilePath = AbsoluteFragShaderFile;
if (CompileAndLink(Shader))
{
Shaders.push_back(Shader);
}
return Shader;
}
void FShaderManager::UpdateShaders()
{
std::set<std::filesystem::path> ChangedFiles = DirWatcher.GetChangedFiles();
if (!ChangedFiles.empty())
{
FailureLogs.clear();
for (const std::filesystem::path& ShaderFile : ChangedFiles)
{
auto ShaderIt = std::find_if(Shaders.begin(), Shaders.end(), [ShaderFile](FShaderPtr Shader)
{
return Shader->VertexShaderFilePath == ShaderFile || Shader->FragmentShaderFilePath == ShaderFile;
});
if (ShaderIt != Shaders.end())
{
FShaderPtr Shader = *ShaderIt;
const GLint PreviousProgramId = Shader->ProgramId;
if (CompileAndLink(Shader))
{
glDeleteProgram(PreviousProgramId);
}
}
}
}
}
#if 0
GLuint LoadShaders(const char* VertexShaderFile, const char* FragmentShaderFile)
{
// Criar os identificadores de cada um dos shaders
GLuint VertShaderId = glCreateShader(GL_VERTEX_SHADER);
GLuint FragShaderId = glCreateShader(GL_FRAGMENT_SHADER);
std::string VertexShaderSource = ReadFile(VertexShaderFile);
std::string FragmentShaderSource = ReadFile(FragmentShaderFile);
assert(!VertexShaderSource.empty());
assert(!FragmentShaderSource.empty());
std::cout << "Compilando " << VertexShaderFile << std::endl;
const char* VertexShaderSourcePtr = VertexShaderSource.c_str();
glShaderSource(VertShaderId, 1, &VertexShaderSourcePtr, nullptr);
glCompileShader(VertShaderId);
CheckShader(VertShaderId);
std::cout << "Compilando " << FragmentShaderFile << std::endl;
const char* FragmentShaderSourcePtr = FragmentShaderSource.c_str();
glShaderSource(FragShaderId, 1, &FragmentShaderSourcePtr, nullptr);
glCompileShader(FragShaderId);
CheckShader(FragShaderId);
std::cout << "Linkando Programa" << std::endl;
GLuint ProgramId = glCreateProgram();
glAttachShader(ProgramId, VertShaderId);
glAttachShader(ProgramId, FragShaderId);
glLinkProgram(ProgramId);
// Verificar o programa
GLint Result = GL_TRUE;
glGetProgramiv(ProgramId, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE)
{
GLint InfoLogLength = 0;
glGetProgramiv(ProgramId, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::string ProgramInfoLog(InfoLogLength, '\0');
glGetProgramInfoLog(ProgramId, InfoLogLength, nullptr, &ProgramInfoLog[0]);
std::cout << "Erro ao linkar programa" << std::endl;
std::cout << ProgramInfoLog << std::endl;
assert(false);
}
}
return ProgramId;
}
#endif