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https://github.com/MaSzyna-EU07/maszyna.git
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preparations for shaders
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73
shader.cpp
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73
shader.cpp
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "stdafx.h"
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#include "shader.h"
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inline bool strcend(std::string const &value, std::string const &ending)
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{
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if (ending.size() > value.size())
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return false;
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return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
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}
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gl_shader::gl_shader(std::string filename)
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{
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std::stringstream stream;
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std::ifstream f;
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f.exceptions(std::ifstream::badbit);
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f.open("shaders/" + filename);
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stream << f.rdbuf();
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f.close();
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std::string str = stream.str();
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const GLchar *cstr = str.c_str();
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if (!cstr[0])
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throw std::runtime_error("cannot read shader " + filename);
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GLuint type;
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if (strcend(filename, ".vert"))
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type = GL_VERTEX_SHADER;
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else if (strcend(filename, ".frag"))
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type = GL_FRAGMENT_SHADER;
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else
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throw std::runtime_error("unknown shader " + filename);
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id = glCreateShader(type);
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glShaderSource(id, 1, &cstr, 0);
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glCompileShader(id);
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GLint status;
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glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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GLchar info[512];
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glGetShaderInfoLog(id, 512, 0, info);
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throw std::runtime_error("failed to compile " + filename + ": " + std::string(info));
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}
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}
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gl_program::gl_program(std::vector<gl_shader> shaders)
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{
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id = glCreateProgram();
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for (auto s : shaders)
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glAttachShader(id, s.id);
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glLinkProgram(id);
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GLint status;
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glGetProgramiv(id, GL_LINK_STATUS, &status);
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if (!status)
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{
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GLchar info[512];
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glGetProgramInfoLog(id, 512, 0, info);
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throw std::runtime_error("failed to link program: " + std::string(info));
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}
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}
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void gl_program::use()
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{
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glUseProgram(id);
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}
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22
shader.h
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22
shader.h
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@@ -0,0 +1,22 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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class gl_shader
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{
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public:
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GLuint id;
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gl_shader();
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gl_shader(std::string);
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};
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class gl_program
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{
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GLuint id;
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public:
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gl_program() = default;
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gl_program(std::vector<gl_shader>);
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void use();
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};
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