mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
162 lines
4.6 KiB
C++
162 lines
4.6 KiB
C++
#pragma once
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#include <cerrno>
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#include <fstream>
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#include <sstream>
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#include <string>
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#include <vector>
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#include <glad/glad.h>
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class gl_error : public std::domain_error {
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public:
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explicit gl_error(const std::string &arg) : domain_error(arg) {}
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explicit gl_error(const char *string) : domain_error(string) {}
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};
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template<GLenum mode>
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class shader_error : public gl_error {
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public:
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explicit shader_error(const std::string &arg) : gl_error(arg) {}
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explicit shader_error(const char *string) : gl_error(string) {}
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};
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class program_error : public gl_error {
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public:
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explicit program_error(const std::string &arg) : gl_error(arg) {}
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explicit program_error(const char *string) : gl_error(string) {}
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};
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template<class T, GLenum prop>
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T utilGetShader(GLuint shader) {
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GLint res;
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glGetShaderiv(shader, prop, &res);
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return static_cast<T>(res);
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}
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#define getShaderInfoLogLength utilGetShader<size_t, GL_INFO_LOG_LENGTH>
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#define getShaderCompileStatus utilGetShader<size_t, GL_COMPILE_STATUS>
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template<class T, GLenum prop>
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T utilGetProgram(GLuint program) {
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GLint res;
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glGetProgramiv(program, prop, &res);
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return static_cast<T>(res);
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}
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#define getProgramInfoLogLength utilGetProgram<size_t, GL_INFO_LOG_LENGTH>
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#define getProgramLinkStatus utilGetProgram<size_t, GL_LINK_STATUS>
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void utilShaderSource(GLuint shader, const std::vector<std::string> &sources) {
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char const *ptrs[sources.size()];
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for (size_t i = 0; i < sources.size(); ++i) {
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ptrs[i] = sources[i].c_str();
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}
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glShaderSource(shader, sources.size(), ptrs, nullptr);
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}
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std::string getShaderInfoLog(GLuint shader) {
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int len = getShaderInfoLogLength(shader);
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char buffer[len];
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glGetShaderInfoLog(shader, len, nullptr, buffer);
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return std::string(buffer);
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}
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std::string getProgramInfoLog(GLuint program) {
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int len = getProgramInfoLogLength(program);
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char buffer[len];
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glGetProgramInfoLog(program, len, nullptr, buffer);
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return std::string(buffer);
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}
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std::string utilInfo() {
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std::stringstream ss;
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ss
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<< "Graphics Information:" << std::endl
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<< " Vendor: " << glGetString(GL_VENDOR) << std::endl
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<< " Renderer: " << glGetString(GL_RENDERER) << std::endl
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<< " OpenGL version: " << glGetString(GL_VERSION) << std::endl
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<< " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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return ss.str();
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}
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std::string utilReadFile(const std::string &filename) {
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std::ifstream in(filename, std::ios::in | std::ios::binary);
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if (in) {
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std::ostringstream contents;
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contents << in.rdbuf();
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in.close();
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return (contents.str());
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}
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throw std::system_error(errno, std::generic_category());
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}
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GLuint utilCompileFiles(const GLenum type, const std::vector<std::string> &files) {
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std::vector<std::string> sources;
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sources.reserve(files.size());
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for (const auto &file : files) {
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sources.push_back(utilReadFile(file));
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}
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GLuint shader = glCreateShader(type);
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utilShaderSource(shader, sources);
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glCompileShader(shader);
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if (getShaderCompileStatus(shader)) return shader;
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throw shader_error<GL_VERTEX_SHADER>(getShaderInfoLog(shader));
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}
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GLuint utilLinkProgram(const std::vector<GLuint> &shaders) {
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GLuint program = glCreateProgram();
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for (const auto &shader : shaders) {
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glAttachShader(program, shader);
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}
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glLinkProgram(program);
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if (getProgramLinkStatus(program)) return program;
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throw program_error(getProgramInfoLog(program));
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}
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GLuint utilCreateShaderProgram(GLenum type, const std::vector<std::string> &src) {
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std::vector<const char *> c_str(src.size());
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std::transform(src.begin(), src.end(), c_str.begin(), [](auto &str) {
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return str.c_str();
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});
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GLuint program = glCreateShaderProgramv(type, src.size(), &c_str[0]);
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if (getProgramLinkStatus(program)) return program;
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throw program_error(getProgramInfoLog(program));
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}
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GLuint utilCreateShaderProgramFile(GLenum type, const std::vector<std::string> &files) {
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std::vector<std::string> sources(files.size());
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std::transform(files.begin(), files.end(), sources.begin(), utilReadFile);
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return utilCreateShaderProgram(type, sources);
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}
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std::vector<GLuint> utilCreateVertexArrays(int n) {
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std::vector<GLuint> res(n);
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glCreateVertexArrays(n, &res[0]);
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return res;
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}
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GLuint utilCreateVertexArray() {
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return utilCreateVertexArrays(1)[0];
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}
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std::vector<GLuint> utilCreateBuffers(int n) {
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std::vector<GLuint> res(n);
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glCreateBuffers(n, &res[0]);
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return res;
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}
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GLuint utilCreateBuffer() {
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return utilCreateBuffers(1)[0];
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} |