Files
toddcox-visualize/vis/include/util.hpp
2020-03-10 13:33:32 -04:00

162 lines
4.6 KiB
C++

#pragma once
#include <cerrno>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
#include <glad/glad.h>
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) {}
};
template<GLenum mode>
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) {}
};
template<class T, GLenum prop>
T utilGetShader(GLuint shader) {
GLint res;
glGetShaderiv(shader, prop, &res);
return static_cast<T>(res);
}
#define getShaderInfoLogLength utilGetShader<size_t, GL_INFO_LOG_LENGTH>
#define getShaderCompileStatus utilGetShader<size_t, GL_COMPILE_STATUS>
template<class T, GLenum prop>
T utilGetProgram(GLuint program) {
GLint res;
glGetProgramiv(program, prop, &res);
return static_cast<T>(res);
}
#define getProgramInfoLogLength utilGetProgram<size_t, GL_INFO_LOG_LENGTH>
#define getProgramLinkStatus utilGetProgram<size_t, GL_LINK_STATUS>
void utilShaderSource(GLuint shader, const std::vector<std::string> &sources) {
char const *ptrs[sources.size()];
for (size_t i = 0; i < sources.size(); ++i) {
ptrs[i] = sources[i].c_str();
}
glShaderSource(shader, sources.size(), ptrs, nullptr);
}
std::string getShaderInfoLog(GLuint shader) {
int len = getShaderInfoLogLength(shader);
char buffer[len];
glGetShaderInfoLog(shader, len, nullptr, buffer);
return std::string(buffer);
}
std::string getProgramInfoLog(GLuint program) {
int len = getProgramInfoLogLength(program);
char buffer[len];
glGetProgramInfoLog(program, len, nullptr, buffer);
return std::string(buffer);
}
std::string utilInfo() {
std::stringstream ss;
ss
<< "Graphics Information:" << std::endl
<< " Vendor: " << glGetString(GL_VENDOR) << std::endl
<< " Renderer: " << glGetString(GL_RENDERER) << std::endl
<< " 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);
if (getShaderCompileStatus(shader)) return shader;
throw shader_error<GL_VERTEX_SHADER>(getShaderInfoLog(shader));
}
GLuint utilLinkProgram(const std::vector<GLuint> &shaders) {
GLuint program = glCreateProgram();
for (const auto &shader : shaders) {
glAttachShader(program, shader);
}
glLinkProgram(program);
if (getProgramLinkStatus(program)) return program;
throw program_error(getProgramInfoLog(program));
}
GLuint utilCreateShaderProgram(GLenum type, const std::vector<std::string> &src) {
std::vector<const char *> c_str(src.size());
std::transform(src.begin(), src.end(), c_str.begin(), [](auto &str) {
return str.c_str();
});
GLuint program = glCreateShaderProgramv(type, src.size(), &c_str[0]);
if (getProgramLinkStatus(program)) return program;
throw program_error(getProgramInfoLog(program));
}
GLuint utilCreateShaderProgramFile(GLenum type, const std::vector<std::string> &files) {
std::vector<std::string> sources(files.size());
std::transform(files.begin(), files.end(), sources.begin(), utilReadFile);
return utilCreateShaderProgram(type, sources);
}
std::vector<GLuint> utilCreateVertexArrays(int n) {
std::vector<GLuint> res(n);
glCreateVertexArrays(n, &res[0]);
return res;
}
GLuint utilCreateVertexArray() {
return utilCreateVertexArrays(1)[0];
}
std::vector<GLuint> utilCreateBuffers(int n) {
std::vector<GLuint> res(n);
glCreateBuffers(n, &res[0]);
return res;
}
GLuint utilCreateBuffer() {
return utilCreateBuffers(1)[0];
}