KlassischeKeplerKriege/game/glclasses.cpp

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#include "glclasses.hpp"
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#include <iostream>
#include <vector>
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#include <fstream>
#include <sstream>
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namespace endofthejedi {
VAO::VAO() { glGenVertexArrays(1, &m_name); }
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VAO::~VAO() { glDeleteVertexArrays(1, &m_name); }
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void VAO::bind() { glBindVertexArray(m_name); }
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void VAO::unbind() { glBindVertexArray(0); }
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void VAO::fill(GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride,
const GLvoid *pointer)
{
glEnableVertexAttribArray(index);
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glVertexAttribPointer(index, size, type, normalized, stride, pointer);
}
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Shader::Shader() : m_program(0) { }
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Shader::~Shader() {}
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void Shader::init() { m_program = glCreateProgram(); }
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bool Shader::check() {
GLint len = 0;
GLint result = 0;
glGetProgramiv(m_program, GL_LINK_STATUS, &result);
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &len);
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if (result == GL_FALSE) {
std::cout<<"getting error log:" << std::endl;
char *error = (char *)malloc(len+1);
glGetProgramInfoLog(m_program, len, NULL, error);
std::string str(error);
std::cout << str << std::endl;
}
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//std::cout << "checked program" << std::endl;
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return (bool)result;
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}
bool Shader::checkShader(GLuint shader) {
GLint len = 0;
GLint result = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
char *error = (char *)malloc(len+1);
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glGetShaderInfoLog(shader, len, NULL, error);
std::string str(error, error + len);
std::cout << str << std::endl;
}
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//std::cout << "checked shader" << std::endl;
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return result != GL_FALSE;
}
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void Shader::bind()
{
if (m_program == 0) {
std::cerr << "error: invalid to bind invalid program (0)! "
"use unbind() if that was your purpose!" << std::endl;
exit(-1);
return;
}
glUseProgram(m_program);
}
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GLuint Shader::program() { return m_program; }
void Shader::unbind() { glUseProgram(0); }
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void Shader::load(const std::string &data, GLenum shadertype) {
if (m_program == 0) {
std::cout<<"[shader] error: shader program is invalid (0)!" << std::endl;
exit(-1);
return;
}
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GLuint shader = glCreateShader(shadertype);
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const char *shaderdata = data.c_str();
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glShaderSource(shader, 1, &shaderdata, NULL);
glCompileShader(shader);
checkShader(shader);
glAttachShader(m_program, shader);
glLinkProgram(m_program);
check();
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glDeleteShader(shader);
}
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void Shader::loadFile(const std::string &path, GLenum shadertype) {
std::string content;
std::ifstream fileStream(path, std::ios::in);
if(!fileStream.is_open()) {
std::cerr << "Could not read file " << path << ". File does not exist." << std::endl;
return;
}
std::string line = "";
while(!fileStream.eof()) {
std::getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
load(content, shadertype);
}
GLuint Shader::location(const std::string &name) {
return glGetUniformLocation(m_program, name.c_str());
}
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}
void printGlError(GLenum err)
{
if (err != GL_NO_ERROR) {
std::cout << "opengl error is: " << stringFromGlError(err) << std::endl;
}
}
void discardLastGlError(bool print)
{
GLenum err = glGetError();
if (print) {
printGlError(err);
}
}
// return false if there's an error
bool checkAndPrintGlError()
{
GLenum err = glGetError();
printGlError(err);
return true;
}
const char *stringFromGlError(GLenum err)
{
switch(err) {
case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; break;
case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; break;
case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; break;
case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; break;
case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION"; break;
default: return "<unknown>"; break;
}
}