reader shaders as assets

This commit is contained in:
devZoGok
2024-09-08 14:23:23 +03:00
parent 37b791342a
commit 1f5d1bc94d
8 changed files with 122 additions and 84 deletions
+17 -77
View File
@@ -1,20 +1,19 @@
#include "glad.h"
#include <glfw3.h>
#include <iostream>
#include <sstream>
#include <fstream>
#include "shader.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader.h"
#include "assetManager.h"
using namespace std;
using namespace glm;
namespace vb01{
Shader::Shader(string shaderPath, bool geometry){
this->geometry = geometry;
this->path = shaderPath;
initShaders(shaderPath + ".vert", shaderPath + ".frag", shaderPath + ".geo");
loadShaders();
@@ -22,7 +21,6 @@ namespace vb01{
Shader::Shader(string vertShader, string fragShader){
this->geometry = false;
this->path = vertShader;
initShaders(vertShader, fragShader, "");
loadShaders();
@@ -30,88 +28,30 @@ namespace vb01{
Shader::Shader(string vertShader, string fragShader, string geoShader){
this->geometry = true;
this->path = vertShader;
initShaders(vertShader, fragShader, geoShader);
loadShaders();
}
Shader::~Shader(){}
string Shader::getName(){
int dirId = path.find_last_of('/');
string name = (dirId != -1 ? path.substr(dirId + 1) : path);
int dirId = vString->path.find_last_of('/');
string name = (dirId != -1 ? vString->path.substr(dirId + 1) : vString->path);
int dotId = path.find_last_of('.');
int dotId = name.find_last_of('.');
if(dotId != -1)
name = name.substr(0, dotId);
if(dotId != -1)
name = name.substr(0, dotId);
return name;
return name;
}
void Shader::initShaders(string vertShaderPath, string fragShaderPath, string geoShaderPath){
ifstream vertShaderFile, fragShaderFile;
vertShaderFile.open(vertShaderPath);
fragShaderFile.open(fragShaderPath);
stringstream vertShaderStream, fragShaderStream;
vertShaderStream << vertShaderFile.rdbuf();
fragShaderStream << fragShaderFile.rdbuf();
vertShaderFile.close();
fragShaderFile.close();
vString = vertShaderStream.str();
fString = fragShaderStream.str();
AssetManager *am = AssetManager::getSingleton();
vString = (ShaderAsset*)am->getAsset(vertShaderPath);
fString = (ShaderAsset*)am->getAsset(fragShaderPath);
if(geometry){
ifstream geoShaderFile;
geoShaderFile.open(geoShaderPath);
stringstream geoShaderStream;
geoShaderStream << geoShaderFile.rdbuf();
geoShaderFile.close();
gString = geoShaderStream.str();
}
}
void Shader::editShader(ShaderType type, int line, string insertion){
replaceLine(type, line, insertion);
loadShaders();
}
void Shader::replaceLine(ShaderType type, int line, string insertion){
string *shaderString;
switch(type){
case VERTEX_SHADER:
shaderString = &vString;
break;
case FRAGMENT_SHADER:
shaderString = &fString;
break;
case GEOMETRY_SHADER:
shaderString = &gString;
break;
}
int numPassedLines = 0, lineStart = -1, lineEnd = -1;
for(int i = 0; i < shaderString->length(); i++)
if(shaderString[0][i] == '\n'){
if(numPassedLines == line - 1)
lineStart = i + 1;
if(numPassedLines == line){
lineEnd = i;
break;
}
numPassedLines++;
}
*shaderString = shaderString->substr(0, lineStart) + insertion + shaderString->substr(lineEnd);
if(geometry)
gString = (ShaderAsset*)am->getAsset(geoShaderPath);
}
void Shader::pushShader(u32 &type, string &sString, int glType, ErrorType errorType){
@@ -124,11 +64,11 @@ namespace vb01{
void Shader::loadShaders(){
u32 vert, geo, frag;
pushShader(vert, vString, GL_VERTEX_SHADER, VERTEX_ERROR);
pushShader(frag, fString, GL_FRAGMENT_SHADER, FRAGMENT_ERROR);
pushShader(vert, vString->shaderString, GL_VERTEX_SHADER, VERTEX_ERROR);
pushShader(frag, fString->shaderString, GL_FRAGMENT_SHADER, FRAGMENT_ERROR);
if(geometry)
pushShader(geo, gString, GL_GEOMETRY_SHADER, GEOMETRY_ERROR);
pushShader(geo, gString->shaderString, GL_GEOMETRY_SHADER, GEOMETRY_ERROR);
id = glCreateProgram();
glAttachShader(id, vert);