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author | LaG1924 <lag1924@gmail.com> | 2021-11-19 20:29:28 +0100 |
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committer | LaG1924 <lag1924@gmail.com> | 2021-11-19 20:29:28 +0100 |
commit | 83c61036966c4c358a094cabe27c8de60082200d (patch) | |
tree | 6947537bd6af8a1e0d16de6a75f3e07f7db3b268 /src/Shader.cpp | |
parent | Added framebuffer to Gal (diff) | |
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Diffstat (limited to 'src/Shader.cpp')
-rw-r--r-- | src/Shader.cpp | 93 |
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); -} |