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//
// Created by Marc Rousavy on 28.08.23.
//
#include "PassThroughShader.h"
#include "OpenGLError.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <memory>
#include <string>
namespace vision {
PassThroughShader::~PassThroughShader() {
if (_programId != NO_SHADER) {
glDeleteProgram(_programId);
_programId = NO_SHADER;
}
if (_vertexBuffer != NO_BUFFER) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = NO_BUFFER;
}
}
void PassThroughShader::draw(const OpenGLTexture& texture, float* transformMatrix) {
// 1. Set up Shader Program
if (_programId == NO_SHADER) {
_programId = createProgram();
glUseProgram(_programId);
_vertexParameters = {
.aPosition = glGetAttribLocation(_programId, "aPosition"),
.aTexCoord = glGetAttribLocation(_programId, "aTexCoord"),
.uTransformMatrix = glGetUniformLocation(_programId, "uTransformMatrix"),
};
_fragmentParameters = {
.uTexture = glGetUniformLocation(_programId, "uTexture"),
};
}
glUseProgram(_programId);
// 2. Set up Vertices Buffer
if (_vertexBuffer == NO_BUFFER) {
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);
}
// 3. Pass all uniforms/attributes for vertex shader
glEnableVertexAttribArray(_vertexParameters.aPosition);
glVertexAttribPointer(_vertexParameters.aPosition, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(offsetof(Vertex, position)));
glEnableVertexAttribArray(_vertexParameters.aTexCoord);
glVertexAttribPointer(_vertexParameters.aTexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
glUniformMatrix4fv(_vertexParameters.uTransformMatrix, 1, GL_FALSE, transformMatrix);
// 4. Pass texture to fragment shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture.target, texture.id);
glUniform1i(_fragmentParameters.uTexture, 0);
// 5. Draw!
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint PassThroughShader::loadShader(GLenum shaderType, const char* shaderCode) {
GLuint shader = glCreateShader(shaderType);
if (shader == 0)
throw OpenGLError("Failed to load shader!");
glShaderSource(shader, 1, &shaderCode, nullptr);
glCompileShader(shader);
GLint compileStatus = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE) {
glDeleteShader(shader);
throw OpenGLError("Failed to compile shader!");
}
return shader;
}
GLuint PassThroughShader::createProgram() {
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, VERTEX_SHADER);
GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, FRAGMENT_SHADER);
GLuint program = glCreateProgram();
if (program == 0)
throw OpenGLError("Failed to create pass-through program!");
glAttachShader(program, vertexShader);
OpenGLError::checkIfError("Failed to attach Vertex Shader!");
glAttachShader(program, fragmentShader);
OpenGLError::checkIfError("Failed to attach Fragment Shader!");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (!linkStatus) {
glDeleteProgram(program);
throw OpenGLError("Failed to load pass-through program!");
}
return program;
}
} // namespace vision