71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
#include "Program.hpp"
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#include <algorithm>
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#include <stdexcept>
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#include "../api/Images.hpp"
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#define CONTENT_DIR "content/"
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#define SHADER_DIR CONTENT_DIR "shaders/"
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#define TEXTURES_DIR CONTENT_DIR "textures/"
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using namespace pass;
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void Program::load(const std::vector<Shader*>& shaders) {
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ProgramID = glCreateProgram();
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for(auto shader : shaders) {
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glAttachShader(ProgramID, shader->getId());
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}
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glLinkProgram(ProgramID);
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// Check the program
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GLint result = GL_FALSE;
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int infoLogLength;
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 0) {
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std::vector<char> errorMessage(infoLogLength + 1);
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glGetProgramInfoLog(ProgramID, infoLogLength, NULL, &errorMessage[0]);
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throw std::runtime_error(&errorMessage[0]);
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}
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for(auto shader : shaders) {
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glDetachShader(ProgramID, shader->getId());
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delete shader;
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}
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}
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Program::~Program() {
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glDeleteProgram(ProgramID);
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}
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Shader* Program::loadShader(GLenum type, const std::vector<std::string>& flags) {
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return new Shader(type, SHADER_DIR + getName() + "." + Shader::getExt(type), flags);
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}
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void Program::useIt() {
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glUseProgram(ProgramID);
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}
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/*
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GLuint Program::loadTexture(const std::string& name, bool linear) {
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auto img = render::gl::Texture::LoadFromFile(TEXTURES_DIR + name + ".dds", {linear, linear});
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auto id = img->getId();
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std::free(img.release());
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return id;
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}
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GLuint Program::loadTextureArray(const std::vector<std::string> &names, const std::string& suffix, float mipMapLOD, float anisotropy) {
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std::vector<std::string> paths;
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std::transform(names.begin(), names.end(), std::back_inserter(paths),
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[suffix](const std::string &name) -> std::string { return TEXTURES_DIR + name + suffix + ".dds"; });
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auto img = render::gl::TextureArray::LoadFromFiles(paths, {true, true, render::Texture::Wrap::REPEAT, anisotropy, true, mipMapLOD});
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auto id = img->getId();
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std::free(img.release());
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return id;
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}
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GLuint Program::loadTextureCube(const std::string &name) {
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auto img = render::gl::TextureCube::LoadFromFiles(TEXTURES_DIR + name + ".cube", {});
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auto id = img->getId();
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std::free(img.release());
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return id;
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}*/ |