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Univerxel/src/client/render/gl/pass/Program.cpp

72 lines
2.3 KiB
C++

#include "Program.hpp"
#include <algorithm>
#include <stdexcept>
#include "../api/Images.hpp"
#include "../../../../core/utils/logger.hpp"
#define CONTENT_DIR "content/"
#define SHADER_DIR CONTENT_DIR "shaders/"
#define TEXTURES_DIR CONTENT_DIR "textures/"
using namespace pass;
void Program::load(const std::vector<Shader*>& shaders) {
ProgramID = glCreateProgram();
for(auto shader : shaders) {
glAttachShader(ProgramID, shader->getId());
}
glLinkProgram(ProgramID);
// Check the program
GLint result = GL_FALSE;
int infoLogLength;
glGetProgramiv(ProgramID, GL_LINK_STATUS, &result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0) {
std::string errorMessage(infoLogLength, '\0');
glGetProgramInfoLog(ProgramID, infoLogLength, NULL, errorMessage.data());
FATAL("Failed to link GL program: " << errorMessage);
}
for(auto shader : shaders) {
glDetachShader(ProgramID, shader->getId());
delete shader;
}
}
Program::~Program() {
glDeleteProgram(ProgramID);
}
Shader* Program::loadShader(GLenum type, const std::vector<std::string>& flags) {
return new Shader(type, SHADER_DIR + getName() + "." + Shader::getExt(type), flags);
}
void Program::useIt() {
glUseProgram(ProgramID);
}
/*
GLuint Program::loadTexture(const std::string& name, bool linear) {
auto img = render::gl::Texture::LoadFromFile(TEXTURES_DIR + name + ".dds", {linear, linear});
auto id = img->getId();
std::free(img.release());
return id;
}
GLuint Program::loadTextureArray(const std::vector<std::string> &names, const std::string& suffix, float mipMapLOD, float anisotropy) {
std::vector<std::string> paths;
std::transform(names.begin(), names.end(), std::back_inserter(paths),
[suffix](const std::string &name) -> std::string { return TEXTURES_DIR + name + suffix + ".dds"; });
auto img = render::gl::TextureArray::LoadFromFiles(paths, {true, true, render::Texture::Wrap::REPEAT, anisotropy, true, mipMapLOD});
auto id = img->getId();
std::free(img.release());
return id;
}
GLuint Program::loadTextureCube(const std::string &name) {
auto img = render::gl::TextureCube::LoadFromFiles(TEXTURES_DIR + name + ".cube", {});
auto id = img->getId();
std::free(img.release());
return id;
}*/