2016-09-27 17:01:21 +00:00
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#include "glclasses.hpp"
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2016-09-15 15:23:02 +00:00
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2016-09-27 18:56:17 +00:00
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#include <iostream>
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#include <vector>
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2016-09-29 10:28:35 +00:00
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#include <fstream>
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#include <sstream>
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2016-09-15 15:23:02 +00:00
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2016-09-28 11:00:40 +00:00
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namespace endofthejedi {
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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,
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GLsizei stride, const GLvoid *pointer) {
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glEnableVertexAttribArray(index);
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glVertexAttribPointer(index, size, type, normalized, stride, pointer);
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}
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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() {
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GLint len = 0;
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GLint result = 0;
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glGetProgramiv(m_program, GL_LINK_STATUS, &result);
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glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &len);
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if (result == GL_FALSE) {
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std::cout << "getting error log:" << std::endl;
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char *error = (char *)malloc(len + 1);
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glGetProgramInfoLog(m_program, len, NULL, error);
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std::string str(error);
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std::cout << str << std::endl;
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}
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// std::cout << "checked program" << std::endl;
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return (bool)result;
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}
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bool Shader::checkShader(GLuint shader) {
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GLint len = 0;
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GLint result = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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char *error = (char *)malloc(len + 1);
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glGetShaderInfoLog(shader, len, NULL, error);
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std::string str(error, error + len);
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std::cout << str << std::endl;
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}
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2016-10-02 09:25:53 +00:00
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// std::cout << "checked shader" << std::endl;
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2016-09-28 12:19:05 +00:00
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return result != GL_FALSE;
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}
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void Shader::bind() {
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if (m_program == 0) {
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std::cerr << "error: invalid to bind invalid program (0)! "
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"use unbind() if that was your purpose!" << std::endl;
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exit(-1);
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return;
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}
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glUseProgram(m_program);
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}
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GLuint Shader::program() { return m_program; }
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void Shader::unbind() { glUseProgram(0); }
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void Shader::load(const std::string &data, GLenum shadertype) {
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if (m_program == 0) {
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std::cout << "[shader] error: shader program is invalid (0)!"
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<< std::endl;
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exit(-1);
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return;
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}
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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);
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glCompileShader(shader);
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checkShader(shader);
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glAttachShader(m_program, shader);
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glLinkProgram(m_program);
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check();
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glDeleteShader(shader);
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}
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void Shader::loadFile(const std::string &path, GLenum shadertype) {
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std::string content;
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std::ifstream fileStream(path, std::ios::in);
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if (!fileStream.is_open()) {
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std::cerr << "Could not read file " << path << ". File does not exist."
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<< std::endl;
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return;
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}
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std::string line = "";
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while (!fileStream.eof()) {
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std::getline(fileStream, line);
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content.append(line + "\n");
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}
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fileStream.close();
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load(content, shadertype);
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}
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GLuint Shader::location(const std::string &name) {
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return glGetUniformLocation(m_program, name.c_str());
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}
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Texture::Texture() { glGenTextures(1, &m_name); }
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Texture::~Texture() { glDeleteTextures(1, &m_name); }
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void Texture::bind() { glBindTexture(GL_TEXTURE_2D, m_name); }
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void Texture::unbind() { glBindTexture(GL_TEXTURE_2D, 0); }
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void Texture::fill(GLenum target, GLint level, GLint internalFormat,
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GLsizei width, GLsizei height, GLint border, GLenum format,
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GLenum type, const GLvoid *data) {
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bind();
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glTexImage2D(target, level, internalFormat, width, height, border, format,
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type, data);
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}
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GLuint Texture::getName() { return m_name; }
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Framebuffer::Framebuffer() { glGenFramebuffers(1, &m_name); }
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Framebuffer::~Framebuffer() { glDeleteFramebuffers(1, &m_name); }
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void Framebuffer::bind() { glBindFramebuffer(GL_FRAMEBUFFER, m_name); }
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void Framebuffer::unbind() { glBindFramebuffer(GL_FRAMEBUFFER, 0); }
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void Framebuffer::attachRenderbuffer(GLenum attachment, GLuint rbo) {
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bind();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rbo);
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}
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void Framebuffer::attachTexture(GLenum attachment, GLuint tex) {
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bind();
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
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}
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Renderbuffer::Renderbuffer() { glGenRenderbuffers(1, &m_name); }
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Renderbuffer::~Renderbuffer() { glDeleteRenderbuffers(1, &m_name); }
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void Renderbuffer::bind() { glBindRenderbuffer(GL_RENDERBUFFER, m_name); }
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void Renderbuffer::unbind() { glBindRenderbuffer(GL_RENDERBUFFER, 0); }
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void Renderbuffer::create(GLenum internalformat, GLsizei width,
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GLsizei height) {
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bind();
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glRenderbufferStorage(GL_RENDERBUFFER, internalformat, width, height);
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}
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}
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void printGlError(GLenum err) {
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if (err != GL_NO_ERROR) {
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std::cout << "opengl error is: " << stringFromGlError(err) << std::endl;
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}
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}
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void discardLastGlError(bool print) {
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GLenum err = glGetError();
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if (print) {
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printGlError(err);
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}
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}
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// return false if there's an error
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bool checkAndPrintGlError() {
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GLenum err = glGetError();
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printGlError(err);
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return true;
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}
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const char *stringFromGlError(GLenum err) {
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switch (err) {
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case GL_INVALID_ENUM:
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return "GL_INVALID_ENUM";
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break;
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case GL_INVALID_VALUE:
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return "GL_INVALID_VALUE";
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break;
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case GL_INVALID_OPERATION:
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return "GL_INVALID_OPERATION";
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break;
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case GL_OUT_OF_MEMORY:
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return "GL_OUT_OF_MEMORY";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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return "GL_INVALID_FRAMEBUFFER_OPERATION";
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break;
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default:
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return "<unknown>";
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break;
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}
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}
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