mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
153 lines
3.2 KiB
C++
153 lines
3.2 KiB
C++
#include "stdafx.h"
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#include <fstream>
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#include <sstream>
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#include "shader.h"
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#include "glsl_common.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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std::string gl::shader::read_file(const 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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return str;
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}
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void gl::shader::expand_includes(std::string &str)
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{
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size_t start_pos = 0;
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std::string magic = "#include";
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while ((start_pos = str.find(magic, start_pos)) != str.npos)
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{
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size_t fp = str.find('<', start_pos);
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size_t fe = str.find('>', start_pos);
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if (fp == str.npos || fe == str.npos)
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return;
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std::string filename = str.substr(fp + 1, fe - fp - 1);
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std::string content;
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if (filename != "common")
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content = read_file(filename);
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else
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content = glsl_common;
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str.replace(start_pos, fe - start_pos + 1, content);
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}
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}
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gl::shader::shader(const std::string &filename)
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{
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std::string str = read_file(filename);
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expand_includes(str);
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std::cout << (str) << std::endl;;
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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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**this = glCreateShader(type);
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glShaderSource(*this, 1, &cstr, 0);
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glCompileShader(*this);
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GLint status;
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glGetShaderiv(*this, 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(*this, 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::shader::~shader()
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{
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glDeleteShader(*this);
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}
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void gl::program::init()
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{
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bind();
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int i = 0;
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GLuint loc;
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while (true)
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{
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std::string name = "tex" + std::to_string(i + 1);
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loc = glGetUniformLocation(*this, name.c_str());
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if (loc != -1)
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glUniform1i(loc, i);
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else
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break;
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i++;
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}
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}
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gl::program::program()
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{
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**this = glCreateProgram();
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}
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gl::program::program(std::vector<std::reference_wrapper<const gl::shader>> shaders) : program()
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{
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for (const gl::shader &s : shaders)
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attach(s);
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link();
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}
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void gl::program::attach(const gl::shader &s)
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{
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glAttachShader(*this, *s);
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}
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void gl::program::link()
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{
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glLinkProgram(*this);
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GLint status;
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glGetProgramiv(*this, 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(*this, 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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init();
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}
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gl::program::~program()
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{
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glDeleteProgram(*this);
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}
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void gl::program::bind(GLuint i)
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{
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glUseProgram(i);
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}
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