KlassischeKeplerKriege/game/glclasses.cpp

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#include "glclasses.hpp"
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#include <iostream>
#include <vector>
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endofthejedi::VAO::VAO() { glGenVertexArrays(1, &m_name); }
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endofthejedi::VAO::~VAO() { glDeleteVertexArrays(1, &m_name); }
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void endofthejedi::VAO::bind() { glBindVertexArray(m_name); }
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void endofthejedi::VAO::fill(GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride,
const GLvoid *pointer) {
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glEnableVertexAttribArray(index);
glVertexAttribPointer(index, size, GL_FLOAT, normalized, stride, pointer);
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}
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endofthejedi::Shader::Shader() { m_program = glCreateProgram(); }
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endofthejedi::Shader::~Shader() {}
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bool endofthejedi::Shader::check() {
GLint len = 0;
GLint result = 0;
glGetProgramiv(m_program, GL_LINK_STATUS, &result);
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &len);
if (len > 1) {
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char *error = (char *)malloc(len);
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glGetProgramInfoLog(m_program, len, NULL, error);
std::string str(error);
std::cout << str << "\n";
}
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std::cout << "checked program"
<< "\n";
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return (bool)result;
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}
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bool endofthejedi::Shader::checkShader(GLuint shader) {
GLint len = 0;
GLint result = 0;
glGetProgramiv(m_program, GL_LINK_STATUS, &result);
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &len);
if (len > 1) {
char *error = (char *)malloc(len);
glGetShaderInfoLog(shader, 0, &len, error);
std::string str(error);
std::cout << str << "\n";
}
std::cout << "checked shader"
<< "\n";
return (bool)result;
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}
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void endofthejedi::Shader::bind() { glUseProgram(m_program); }
void endofthejedi::Shader::unbind() { glUseProgram(0); }
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void endofthejedi::Shader::load(std::string path, GLenum shadertype) {
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GLuint cheddar = glCreateShader(shadertype);
const char *cheddardata = path.c_str();
glShaderSource(cheddar, 1, &cheddardata, NULL);
glCompileShader(cheddar);
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checkShader(cheddar);
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glAttachShader(m_program, cheddar);
glLinkProgram(m_program);
check();
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glDeleteShader(cheddar);
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}