load shaders from files.

This commit is contained in:
2020-01-10 15:59:23 -05:00
parent f54d34455b
commit 9989933853
7 changed files with 126 additions and 66 deletions

View File

@@ -1,10 +1,30 @@
#pragma once
#include <cerrno>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
#include <glad/glad.h>
#include <sstream>
class gl_error : public std::domain_error {
public:
explicit gl_error(const std::string &arg) : domain_error(arg) {}
explicit gl_error(const char *string) : domain_error(string) {}
};
class shader_error : public gl_error {
public:
explicit shader_error(const std::string &arg) : gl_error(arg) {}
explicit shader_error(const char *string) : gl_error(string) {}
};
class program_error : public gl_error {
public:
explicit program_error(const std::string &arg) : gl_error(arg) {}
explicit program_error(const char *string) : gl_error(string) {}
};
void utilShaderSource(GLuint shader, const std::vector<std::string> &sources) {
char const *ptrs[sources.size()];
@@ -39,4 +59,47 @@ std::string utilInfo() {
<< " OpenGL version: " << glGetString(GL_VERSION) << std::endl
<< " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
return ss.str();
}
std::string utilReadFile(const std::string &filename) {
std::ifstream in(filename, std::ios::in | std::ios::binary);
if (in) {
std::ostringstream contents;
contents << in.rdbuf();
in.close();
return (contents.str());
}
throw std::system_error(errno, std::generic_category());
}
GLuint utilCompileFiles(const GLenum type, const std::vector<std::string> &files) {
std::vector<std::string> sources;
sources.reserve(files.size());
for (const auto &file : files) {
sources.push_back(utilReadFile(file));
}
GLuint shader = glCreateShader(type);
utilShaderSource(shader, sources);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success) return shader;
throw shader_error(utilShaderInfoLog(shader));
}
GLuint utilLinkProgram(const std::vector<GLuint> &shaders) {
GLuint program = glCreateProgram();
for (const auto &shader : shaders) {
glAttachShader(program, shader);
}
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success)return program;
throw program_error(utilProgramInfoLog(program));
}