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authorLaG1924 <lag1924@gmail.com>2021-11-19 20:29:28 +0100
committerLaG1924 <lag1924@gmail.com>2021-11-19 20:29:28 +0100
commit83c61036966c4c358a094cabe27c8de60082200d (patch)
tree6947537bd6af8a1e0d16de6a75f3e07f7db3b268 /src/Shader.cpp
parentAdded framebuffer to Gal (diff)
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Diffstat (limited to 'src/Shader.cpp')
-rw-r--r--src/Shader.cpp93
1 files changed, 0 insertions, 93 deletions
diff --git a/src/Shader.cpp b/src/Shader.cpp
deleted file mode 100644
index 08866e1..0000000
--- a/src/Shader.cpp
+++ /dev/null
@@ -1,93 +0,0 @@
-#include "Shader.hpp"
-
-#include <fstream>
-#include <sstream>
-
-#include <easylogging++.h>
-
-
-GLuint Shader::GetUniformLocation(const std::string &name) {
- auto it = uniforms.find(name);
- if (it == uniforms.end()) {
- LOG(ERROR) << "Accessed not existing uniform " << name;
- return 0;
- }
- return it->second;
-}
-
-Shader::Shader(const std::string &vertSource, const std::string &fragSource, const std::vector<std::string> &uniformsNames)
-{
- bool vertFailed = false, fragFailed = false, linkFailed = false, uniformsFailed = false;
- const GLchar *vertSourcePtr = vertSource.c_str();
- const GLchar *fragSourcePtr = fragSource.c_str();
-
- GLuint vertex, fragment;
- GLint success;
- GLchar infoLog[512];
-
- vertex = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex, 1, &vertSourcePtr, NULL);
- glCompileShader(vertex);
-
- glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(vertex, 512, NULL, infoLog);
- LOG(ERROR) << "Vertex shader compilation failed: " << std::endl << infoLog;
- vertFailed = true;
- };
-
- fragment = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment, 1, &fragSourcePtr, NULL);
- glCompileShader(fragment);
-
- glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(fragment, 512, NULL, infoLog);
- LOG(ERROR) << "Fragment shader compilation failed: " << std::endl << infoLog;
- fragFailed = true;
- };
-
- if (vertFailed || fragFailed)
- throw std::runtime_error("Shaders not compiled");
-
- program = glCreateProgram();
- glAttachShader(program, vertex);
- glAttachShader(program, fragment);
- glLinkProgram(program);
- glGetProgramiv(program, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(program, 512, NULL, infoLog);
- LOG(ERROR) << "Shader program not linked: " << std::endl << infoLog;
- linkFailed = true;
- }
-
- glDeleteShader(vertex);
- glDeleteShader(fragment);
-
- if (linkFailed)
- throw std::runtime_error("Shader not linked");
-
- glUseProgram(program);
-
- for (auto &it : uniformsNames) {
- GLuint location = glGetUniformLocation(program, it.c_str());
- if (location == -1) {
- glDeleteProgram(program);
- LOG(ERROR) << "Uniform name \"" << it << "\" not found in shader";
- throw std::runtime_error("Invalid uniform");
- }
-
- uniforms[it] = location;
- }
-}
-
-Shader::~Shader()
-{
- if (program)
- glDeleteProgram(program);
-}
-
-void Shader::Activate()
-{
- glUseProgram(program);
-}