using raii shaders

This commit is contained in:
2020-03-09 00:00:52 -04:00
parent e069088437
commit 5d030ffe65
2 changed files with 304 additions and 93 deletions

249
vis/include/cgl/render.hpp Normal file
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#pragma once
#include <memory>
#include <glad/glad.h>
namespace cgl {
template<class T>
class buffer {
GLuint id;
public:
buffer() : id(0) {
glCreateBuffers(1, &id);
std::cout << "create " << id << std::endl;
}
buffer(buffer &) = delete;
buffer(buffer &&o) noexcept {
id = std::exchange(o.id, 0);
};
~buffer() {
glDeleteBuffers(1, &id);
id = 0;
}
operator GLuint() const {
return id;
}
};
class shader {
protected:
GLuint id;
GLenum mode;
public:
shader(GLenum mode) : mode(mode), id(0) {
id = glCreateShader(mode);
}
shader(shader &) = delete;
shader(shader &&o) noexcept {
mode = o.mode;
id = std::exchange(o.id, 0);
};
~shader() {
glDeleteShader(id);
}
operator GLuint() const {
return id;
}
[[nodiscard]] GLenum get_mode() const {
return mode;
}
[[nodiscard]] int get(GLenum pname) const {
GLint res;
glGetShaderiv(id, pname, &res);
return (int) res;
}
[[nodiscard]] std::string get_info_log() const {
auto len = (size_t) get(GL_INFO_LOG_LENGTH);
char buffer[len];
glGetShaderInfoLog(id, len, nullptr, buffer);
return std::string(buffer);
}
void set_source(const std::string &src) {
const char *c_src = src.c_str();
glShaderSource(id, 1, &c_src, nullptr);
}
bool compile() {
glCompileShader(id);
return (bool) get(GL_COMPILE_STATUS);
}
};
class program {
protected:
GLuint id;
public:
program() : id(0) {
id = glCreateProgram();
}
program(program &) = delete;
program(program &&o) noexcept {
id = std::exchange(o.id, 0);
};
~program() {
glDeleteProgram(id);
}
operator GLuint() const {
return id;
}
[[nodiscard]] int get(GLenum pname) const {
GLint res;
glGetProgramiv(id, pname, &res);
return (int) res;
}
[[nodiscard]] std::string get_info_log() const {
auto len = (size_t) get(GL_INFO_LOG_LENGTH);
char buffer[len];
glGetProgramInfoLog(id, len, nullptr, buffer);
return std::string(buffer);
}
void attach(const shader &sh) {
glAttachShader(id, sh);
}
void detach(const shader &sh) {
glDetachShader(id, sh);
}
bool link() {
glLinkProgram(id);
return (bool) get(GL_LINK_STATUS);
}
};
class shaderprogram : public program {
protected:
GLenum mode;
public:
shaderprogram(GLenum mode) : program(), mode(mode) {
glProgramParameteri(id, GL_PROGRAM_SEPARABLE, GL_TRUE);
}
shaderprogram(shaderprogram &&o) noexcept : program(std::move(o)) {
mode = o.mode;
}
[[nodiscard]] GLenum get_mode() const {
return mode;
}
};
class pipeline {
protected:
GLuint id;
public:
pipeline() : id(0) {
glCreateProgramPipelines(1, &id);
}
pipeline(pipeline &) = delete;
pipeline(pipeline &&o) noexcept {
id = std::exchange(o.id, 0);
}
~pipeline() {
glDeleteProgramPipelines(1, &id);
id = 0;
}
operator GLuint() const {
return id;
}
void use_stages(const shaderprogram &pgm) {
GLbitfield bits;
switch (pgm.get_mode()) {
case GL_VERTEX_SHADER:
bits = GL_VERTEX_SHADER_BIT;
break;
case GL_TESS_CONTROL_SHADER:
bits = GL_TESS_CONTROL_SHADER_BIT;
break;
case GL_TESS_EVALUATION_SHADER:
bits = GL_TESS_EVALUATION_SHADER_BIT;
break;
case GL_GEOMETRY_SHADER:
bits = GL_GEOMETRY_SHADER_BIT;
break;
case GL_FRAGMENT_SHADER:
bits = GL_FRAGMENT_SHADER_BIT;
break;
}
glUseProgramStages(id, bits, pgm);
}
[[nodiscard]] int get(GLenum pname) const {
GLint res;
glGetProgramPipelineiv(id, pname, &res);
return (int) res;
}
[[nodiscard]] std::string get_info_log() const {
auto len = (size_t) get(GL_INFO_LOG_LENGTH);
char buffer[len];
glGetProgramPipelineInfoLog(id, len, nullptr, buffer);
return std::string(buffer);
}
};
shader compile_shader(GLenum mode, const std::string &src) {
shader res(mode);
res.set_source(src);
if (!res.compile())
throw shader_error(res.get_info_log());
return res;
}
shader compile_shader_file(GLenum mode, const std::string &file) {
return compile_shader(mode, utilReadFile(file));
}
shaderprogram compile_shaderprogram(GLenum mode, const std::string &src) {
shader sh = compile_shader(mode, src);
shaderprogram res(mode);
res.attach(sh);
if (!res.link())
throw shader_error(res.get_info_log());
res.detach(sh);
return res;
}
shaderprogram compile_shaderprogram_file(GLenum mode, const std::string &file) {
return compile_shaderprogram(mode, utilReadFile(file));
}
}