100 lines
2.7 KiB
C++
100 lines
2.7 KiB
C++
#include "glclasses.hpp"
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#include <iostream>
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#include <vector>
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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::fill(GLuint index, GLint size, GLenum type,
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GLboolean normalized, GLsizei stride,
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const GLvoid *pointer)
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{
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(void) type;
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glEnableVertexAttribArray(index);
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glVertexAttribPointer(index, size, GL_FLOAT, 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 (len > 1) {
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char *error = (char *)malloc(len);
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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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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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if (len > 1) {
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char *error = (char *)malloc(len+1);
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glGetShaderInfoLog(shader, 0, &len, 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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std::cout << "checked shader" << std::endl;
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return (bool)result;
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}
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void Shader::bind()
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{
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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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void Shader::unbind() { glUseProgram(0); }
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void Shader::load(const std::string &path, GLenum shadertype) {
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if (m_program == 0) {
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std::cout<<"[shader] error: shader program is invalid (0)!" << std::endl;
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exit(-1);
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return;
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}
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GLuint cheddar = glCreateShader(shadertype);
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const char *cheddardata = path.c_str();
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glShaderSource(cheddar, 1, &cheddardata, NULL);
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glCompileShader(cheddar);
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checkShader(cheddar);
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glAttachShader(m_program, cheddar);
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glLinkProgram(m_program);
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check();
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glDeleteShader(cheddar);
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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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}
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