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Shader.h
Go to the documentation of this file.
1#pragma once
2#include <cstdint>
3#include <string>
4#include <GL/glew.h>
5#include <glm/gtc/type_ptr.hpp>
6
8#include "hellfire/graphics/managers/ShaderManager.h"
9
10class Shader {
11public:
12 explicit Shader(const uint32_t program_id) : program_id_(program_id) {
13 }
14
16 }
17
18 // Disable copy, enable move
19 Shader(const Shader &) = delete;
20 Shader &operator=(const Shader &) = delete;
21
22 Shader(Shader &&other) noexcept : program_id_(other.program_id_) {
23 other.program_id_ = 0;
24 }
25
26 Shader &operator=(Shader &&other) noexcept {
27 if (this != &other) {
29 other.program_id_ = 0;
30 }
31 return *this;
32 }
33
34 static Shader from_id(const uint32_t shader_id) {
35 return Shader{shader_id};
36 }
37
38 // Core Methods
39 void use() const {
40 if (program_id_ != 0) {
41 glUseProgram(program_id_);
42 }
43 }
44
45 uint32_t get_program_id() const { return program_id_; }
46 bool is_valid() const { return program_id_ != 0; }
47
48 // === UNIFORM SETTERS ===
49 void set_bool(const std::string &name, const bool value) const {
50 get_binder().set_bool(name, value);
51 }
52
53 void set_int(const std::string &name, const int value) const {
54 get_binder().set_int(name, value);
55 }
56
57 void set_uint(const std::string &name, const uint32_t value) const {
58 get_binder().set_uint(name, value);
59 }
60
61 void set_float(const std::string &name, const float value) const {
62 get_binder().set_float(name, value);
63 }
64
65 // Vectors
66 void set_vec2(const std::string &name, const glm::vec2 &value) const {
67 get_binder().set_vec2(name, value);
68 }
69
70 void set_vec2(const std::string &name, const float x, const float y) const {
71 get_binder().set_vec2(name, glm::vec2(x, y));
72 }
73
74 void set_vec3(const std::string &name, const glm::vec3 &value) const {
75 get_binder().set_vec3(name, value);
76 }
77
78 void set_vec3(const std::string &name, const float x, const float y, const float z) const {
79 get_binder().set_vec3(name, glm::vec3(x, y, z));
80 }
81
82 void set_vec4(const std::string &name, const glm::vec4 &value) const {
83 get_binder().set_vec4(name, value);
84 }
85
86 void set_vec4(const std::string &name, float x, float y, float z, float w) const {
87 get_binder().set_vec4(name, glm::vec4(x, y, z, w));
88 }
89
90 // Matrices
91 void set_mat2(const std::string &name, const glm::mat2 &value) const {
92 get_binder().set_mat2(name, value);
93 }
94
95 void set_mat3(const std::string &name, const glm::mat3 &value) const {
96 get_binder().set_mat3(name, value);
97 }
98
99 void set_mat4(const std::string &name, const glm::mat4 &value) const {
100 get_binder().set_mat4(name, value);
101 }
102
103 // CONVENIENCE METHODS FOR COMMON GRAPHICS UNIFORMS
104 void set_transform_matrices(const glm::mat4 &model, const glm::mat4 &view, const glm::mat4 &projection) const {
105 const auto binder = get_binder();
106 binder.set_mat4("model", model);
107 binder.set_mat4("view", view);
108 binder.set_mat4("projection", projection);
109 binder.set_mat4("MVP", projection * view * model);
110
111 // Calculate and set normal matrix
112 glm::mat3 normal_matrix = glm::transpose(glm::inverse(glm::mat3(model)));
113 binder.set_mat3("normalMatrix", normal_matrix);
114 }
115
116 void set_view_projection(const glm::mat4 &view, const glm::mat4 &projection) const {
117 const auto binder = get_binder();
118 binder.set_mat4("view", view);
119 binder.set_mat4("projection", projection);
120 }
121
122 void set_camera_position(const glm::vec3 &position) const {
123 get_binder().set_vec3("viewPos", position);
124 }
125
126 void set_time(const float time) const {
127 get_binder().set_float("time", time);
128 }
129
130 void set_light_counts(const int directional_lights, const int point_lights) const {
131 const auto binder = get_binder();
132 binder.set_int("numDirectionalLights", directional_lights);
133 binder.set_int("numPointLights", point_lights);
134 }
135
136 // Array setters for lights
137 void set_directional_light(const int index, const glm::vec3 &direction, const glm::vec3 &color, const float intensity = 1.0f) const {
138 std::string base = "directionalLights[" + std::to_string(index) + "]";
139 const auto binder = get_binder();
140 binder.set_vec3(base + ".direction", direction);
141 binder.set_vec3(base + ".color", color);
142 binder.set_float(base + ".intensity", intensity);
143 }
144
145 void set_point_light(const int index, const glm::vec3 &position, const glm::vec3 &color,
146 const float constant = 1.0f, const float linear = 0.09f, const float quadratic = 0.032f) const {
147 std::string base = "pointLights[" + std::to_string(index) + "]";
148 const auto binder = get_binder();
149 binder.set_vec3(base + ".position", position);
150 binder.set_vec3(base + ".color", color);
151 binder.set_float(base + ".intensity", constant);
152 binder.set_float(base + ".range", linear);
153 binder.set_float(base + ".attenuation", quadratic);
154 }
155
156 // Texture binding
157 void set_texture(const std::string &name, const int texture_unit) const {
158 get_binder().set_int(name, texture_unit);
159 }
160
161 // Check if uniform exists
162 bool has_uniform(const std::string &name) const {
163 return get_binder().has_uniform(name);
164 }
165
166private:
167 uint32_t program_id_;
168
171 }
172};
Shader(const uint32_t program_id)
Definition Shader.h:12
Shader & operator=(const Shader &)=delete
Shader()
Definition Shader.h:15
void set_vec3(const std::string &name, const glm::vec3 &value) const
Definition Shader.h:74
void set_directional_light(const int index, const glm::vec3 &direction, const glm::vec3 &color, const float intensity=1.0f) const
Definition Shader.h:137
uint32_t program_id_
Definition Shader.h:167
hellfire::ShaderUniformBinder get_binder() const
Definition Shader.h:169
static Shader from_id(const uint32_t shader_id)
Definition Shader.h:34
bool is_valid() const
Definition Shader.h:46
void use() const
Definition Shader.h:39
void set_time(const float time) const
Definition Shader.h:126
Shader & operator=(Shader &&other) noexcept
Definition Shader.h:26
void set_bool(const std::string &name, const bool value) const
Definition Shader.h:49
void set_mat2(const std::string &name, const glm::mat2 &value) const
Definition Shader.h:91
bool has_uniform(const std::string &name) const
Definition Shader.h:162
void set_float(const std::string &name, const float value) const
Definition Shader.h:61
void set_view_projection(const glm::mat4 &view, const glm::mat4 &projection) const
Definition Shader.h:116
void set_mat3(const std::string &name, const glm::mat3 &value) const
Definition Shader.h:95
Shader(Shader &&other) noexcept
Definition Shader.h:22
void set_transform_matrices(const glm::mat4 &model, const glm::mat4 &view, const glm::mat4 &projection) const
Definition Shader.h:104
void set_camera_position(const glm::vec3 &position) const
Definition Shader.h:122
void set_mat4(const std::string &name, const glm::mat4 &value) const
Definition Shader.h:99
void set_int(const std::string &name, const int value) const
Definition Shader.h:53
void set_vec3(const std::string &name, const float x, const float y, const float z) const
Definition Shader.h:78
void set_point_light(const int index, const glm::vec3 &position, const glm::vec3 &color, const float constant=1.0f, const float linear=0.09f, const float quadratic=0.032f) const
Definition Shader.h:145
void set_vec4(const std::string &name, float x, float y, float z, float w) const
Definition Shader.h:86
void set_vec4(const std::string &name, const glm::vec4 &value) const
Definition Shader.h:82
void set_vec2(const std::string &name, const float x, const float y) const
Definition Shader.h:70
void set_uint(const std::string &name, const uint32_t value) const
Definition Shader.h:57
Shader(const Shader &)=delete
void set_light_counts(const int directional_lights, const int point_lights) const
Definition Shader.h:130
uint32_t get_program_id() const
Definition Shader.h:45
void set_vec2(const std::string &name, const glm::vec2 &value) const
Definition Shader.h:66
void set_texture(const std::string &name, const int texture_unit) const
Definition Shader.h:157
std::vector< std::unique_ptr< IApplicationPlugin > > plugins_
Definition Application.h:97
std::function< bool()> exit_condition_
Definition Application.h:93
AppInfo & get_window_info()
Definition Application.h:59
void on_mouse_move(float x, float y) override
void set_exit_condition(std::function< bool()> condition)
ShaderManager shader_manager_
std::unique_ptr< IWindow > window_
Definition Application.h:98
ShaderRegistry shader_registry_
bool call_plugins_until_consumed(Func &&func)
void on_render() override
std::unique_ptr< InputManager > input_manager_
Definition Application.h:99
Application(int width=800, int height=600, std::string title="hellfire Application")
void handle_cursor_warping(float x, float y) const
bool handle_first_mouse_movement(float x, float y)
void on_key_up(int key) override
void on_key_down(int key) override
void on_window_minimize(bool minimized) override
void register_plugin(std::unique_ptr< IApplicationPlugin > plugin)
Method for registering plugins.
Definition Application.h:61
Shader * ensure_fallback_shader()
void on_mouse_button(int button, bool pressed) override
void call_plugins(Func &&func)
uint32_t create_minimal_fallback_shader()
void on_window_resize(int width, int height) override
Entity & get_owner() const
Definition Component.h:13
virtual bool on_mouse_move(float x, float y, float x_offset, float y_offset)
virtual bool on_mouse_button(int button, bool pressed)
virtual bool on_key_down(int key)
virtual Entity * get_render_camera_override()
virtual void on_initialize(Application &app)
virtual void on_window_resize(int width, int height)
virtual void on_key_up(int keycode)
Definition IWindow.h:31
virtual void on_mouse_move(float x, float y)
Definition IWindow.h:37
virtual void on_window_resize(int width, int height)
Definition IWindow.h:43
virtual ~IWindowEventHandler()=default
virtual void on_key_down(int keycode)
Definition IWindow.h:28
virtual void on_window_minimize(bool minimized)
Definition IWindow.h:46
virtual void on_mouse_button(int button, bool pressed)
Definition IWindow.h:34
virtual void on_render()
Definition IWindow.h:49
virtual void on_mouse_wheel(float delta)
Definition IWindow.h:40
virtual void set_event_handler(IWindowEventHandler *event_handler)=0
virtual bool is_key_pressed(int keycode) const =0
virtual bool should_close() const =0
WindowInfo window_info_
Definition IWindow.h:101
virtual glm::vec2 get_mouse_position() const =0
virtual ~IWindow()=default
virtual void set_size(int width, int height)=0
virtual void poll_events()=0
virtual glm::ivec2 get_framebuffer_size() const =0
virtual void set_title(const std::string &title)=0
virtual void swap_buffers()=0
virtual void enable_vsync(bool vsync)=0
virtual glm::ivec2 get_size() const =0
virtual void * get_native_handle()=0
virtual void warp_cursor(double x, double y)=0
virtual void destroy()=0
virtual void set_cursor_mode(CursorMode mode)=0
virtual bool create(int width, int height, const std::string &title)=0
virtual float get_elapsed_time()=0
virtual void wait_for_events()=0
virtual void make_current()=0
void upload_directional_to_shader(Shader &shader, const int light_index) const
void set_outer_cone_angle(const float angle)
void set_intensity(const float intensity)
float get_inner_cone_angle() const
void set_color(const glm::vec3 &color)
LightComponent(const LightType type=DIRECTIONAL)
float get_outer_cone_angle() const
LightType get_light_type() const
void look_at(const glm::vec3 &target)
void look_at(const float x, const float y, const float z)
void upload_to_shader(Shader &shader, const int light_index) const
void set_inner_cone_angle(const float angle)
void set_range(const float range)
void set_attenuation(const float attenuation)
bool should_cast_shadows() const
const glm::vec3 & get_color() const
void upload_spot_to_shader(Shader &shader, int light_index) const
void set_direction(const float x, const float y, const float z)
void set_cast_shadows(const bool cast_shadows)
void set_light_type(const LightType type)
const glm::vec3 & get_direction()
void set_light_view_proj_matrix(const glm::mat4 &lvpm)
void set_direction(const glm::vec3 &direction)
const float & get_intensity() const
void upload_point_to_shader(Shader &shader, const int light_index) const
const glm::mat4 & get_light_view_proj_matrix() const
CameraComponent * camera_component
void draw_render_command(const RenderCommand &cmd, const glm::mat4 &view, const glm::mat4 &projection)
Definition Renderer.cpp:221
ShaderRegistry & get_shader_registry()
Definition Renderer.h:103
void ensure_shadow_map(Entity *light_entity, const LightComponent &light)
Definition Renderer.cpp:200
Shader & get_shader_for_material(const std::shared_ptr< Material > &material)
Definition Renderer.cpp:619
SkyboxRenderer skybox_renderer_
Definition Renderer.h:136
ShaderRegistry shader_registry_
Definition Renderer.h:114
void set_render_to_framebuffer(bool enable)
Definition Renderer.h:88
ShadowSettings shadow_settings_
Definition Renderer.h:134
std::vector< InstancedRenderCommand > opaque_instanced_objects_
Definition Renderer.h:131
bool render_to_framebuffer_
Definition Renderer.h:124
void execute_skybox_pass(Scene *scene, const glm::mat4 &view, const glm::mat4 &projection, CameraComponent *camera_comp) const
Definition Renderer.cpp:300
uint32_t get_object_id_texture() const
Definition Renderer.cpp:573
glm::mat4 calculate_light_view_proj(Entity *light_entity, LightComponent *light, const CameraComponent &camera)
Definition Renderer.cpp:422
std::shared_ptr< Material > shadow_material_
Definition Renderer.h:137
void draw_instanced_command(const InstancedRenderCommand &cmd, const glm::mat4 &view, const glm::mat4 &projection)
Definition Renderer.cpp:268
void render(Scene &scene, const Entity *camera_override)
Definition Renderer.cpp:47
void collect_geometry_from_scene(Scene &scene, const glm::vec3 camera_pos)
Definition Renderer.cpp:140
void execute_shadow_passes(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:343
std::unique_ptr< Framebuffer > scene_framebuffers_[2]
Definition Renderer.h:121
Shader * fallback_shader_
Definition Renderer.h:116
uint32_t fallback_program_
Definition Renderer.h:117
std::vector< RenderCommand > opaque_objects_
Definition Renderer.h:129
uint32_t get_main_output_texture() const
Definition Renderer.cpp:565
void resize_main_framebuffer(uint32_t width, uint32_t height)
Definition Renderer.cpp:553
ShaderManager shader_manager_
Definition Renderer.h:113
void execute_transparency_pass(const glm::mat4 &view, const glm::mat4 &proj)
Definition Renderer.cpp:481
void reset_framebuffer_data()
Definition Renderer.cpp:68
void execute_main_pass(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:323
ShadowSettings & get_shadow_settings()
Definition Renderer.h:104
uint32_t framebuffer_width_
Definition Renderer.h:125
void render_frame(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:581
void execute_geometry_pass(const glm::mat4 &view, const glm::mat4 &proj)
Definition Renderer.cpp:453
void collect_lights_from_scene(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:312
void store_lights_in_context(const std::vector< Entity * > &light_entities, CameraComponent &camera)
Definition Renderer.cpp:94
uint32_t framebuffer_height_
Definition Renderer.h:126
std::vector< RenderCommand > transparent_objects_
Definition Renderer.h:130
void draw_shadow_geometry(const glm::mat4 &light_view_proj)
Definition Renderer.cpp:399
std::unordered_map< Entity *, ShadowMapData > shadow_maps_
Definition Renderer.h:133
void set_fallback_shader(Shader &fallback_shader)
Definition Renderer.cpp:611
std::unique_ptr< OGLRendererContext > context_
Definition Renderer.h:118
void collect_render_commands_recursive(EntityID entity_id, const glm::vec3 &camera_pos)
Definition Renderer.cpp:146
std::vector< InstancedRenderCommand > transparent_instanced_objects_
Definition Renderer.h:132
void create_main_framebuffer(uint32_t width, uint32_t height)
Definition Renderer.cpp:528
Shader * get_fallback_shader() const
Definition Renderer.h:81
uint32_t compile_material_shader(std::shared_ptr< Material > material)
Definition Renderer.cpp:646
ShaderManager & get_shader_manager()
Definition Renderer.h:102
bool has_active_scene() const
void destroy_scene(Scene *scene)
CameraComponent * get_active_camera() const
bool save_scene(Scene *scene)
Scene * create_scene(const std::string &name="GameScene")
Scene * load_scene(const std::filesystem::path &filename)
std::optional< AssetID > get_scene_asset_id(Scene *scene) const
void set_active_camera(EntityID camera) const
void set_scene_asset_id(Scene *scene, AssetID id)
std::optional< AssetID > get_active_scene_asset_id() const
SceneActivatedCallback scene_activated_callback_
Scene * get_active_scene() const
void set_active_scene(Scene *scene, bool should_play=true)
bool save_scene_as(const std::string &filename, Scene *scene)
std::vector< Scene * > scenes_
std::vector< Scene * > get_scenes()
std::unordered_map< Scene *, AssetID > scene_asset_ids_
EntityID find_entity_by_name(const std::string &name)
std::vector< EntityID > get_camera_entities() const
Scene * load_scene(AssetID asset_id, const std::filesystem::path &filename)
void set_scene_activated_callback(SceneActivatedCallback callback)
void update(float delta_time)
Manages a collection of entities and their hierarchical relationships.
Definition Scene.h:24
ShaderUniformBinder(const uint32_t shader_program)
@ HIDDEN
Definition IWindow.h:12
@ DISABLED
Definition IWindow.h:13
@ SHOWN
Definition IWindow.h:14
std::string title
Definition Application.h:40
bool operator<(const RenderCommand &other) const
Definition Renderer.h:44
InstancedRenderableComponent * instanced_renderable
Definition Renderer.h:39
std::shared_ptr< Material > material
Definition Renderer.h:40
std::shared_ptr< Material > material
Definition Renderer.h:25
std::shared_ptr< Mesh > mesh
Definition Renderer.h:24
bool operator<(const RenderCommand &other) const
Definition Renderer.h:29
std::unique_ptr< Framebuffer > framebuffer
Definition Renderer.h:53
glm::mat4 light_view_proj
Definition Renderer.h:54
static float delta_time
Definition Time.h:9
static void update()
Definition Time.h:20
static void init()
Definition Time.h:16
std::string title
Definition IWindow.h:20