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Univerxel/src/render/pass/Program.cpp

73 lines
2.3 KiB
C++

#include "Program.hpp"
#include <algorithm>
#include <stdexcept>
#include "texture.hpp"
#define CONTENT_DIR "content/"
#define SHADER_DIR CONTENT_DIR "shaders/"
#define TEXTURES_DIR CONTENT_DIR "textures/"
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::vector<char> errorMessage(infoLogLength + 1);
glGetProgramInfoLog(ProgramID, infoLogLength, NULL, &errorMessage[0]);
throw std::runtime_error(&errorMessage[0]);
}
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) {
return loadDDS(TEXTURES_DIR + name + ".dds", linear);
}
GLuint Program::loadTextureArray(const std::vector<std::string> &names, const std::string& suffix, float mipMapLOD) {
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"; });
return loadDDSArray(paths, mipMapLOD);
}
GLuint Program::loadTextureCube(const std::string &name) {
std::array<std::string, 6> faces {
"right",
"left",
"top",
"bottom",
"front",
"back"
};
std::array<std::string, 6> paths;
std::transform(faces.begin(), faces.end(), paths.begin(),
[name](const std::string &face) -> std::string { return TEXTURES_DIR + name + ".cube." + face + ".dds"; });
return loadDDSCube(paths);
}
GLuint Program::loadRawTexture(const std::string& name) {
return loadBMP_custom(name.c_str());
}