#include "Cubed/tools/shader_tools.hpp" #include "Cubed/tools/cubed_assert.hpp" #include "Cubed/tools/log.hpp" #include #include namespace Cubed { namespace fs = std::filesystem; namespace Tools { GLuint create_shader_program(const std::string& v_shader_path, const std::string& f_shader_path) { std::string v_shader_str = Tools::read_shader_source(ASSETS_PATH + v_shader_path); std::string f_shader_str = Tools::read_shader_source(ASSETS_PATH + f_shader_path); const char* v_shader_source = v_shader_str.c_str(); const char* f_shader_source = f_shader_str.c_str(); GLuint v_shader = glCreateShader(GL_VERTEX_SHADER); GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER); GLint vc, fc; glShaderSource(v_shader, 1, &v_shader_source, NULL); glShaderSource(f_shader, 1, &f_shader_source, NULL); glCompileShader(v_shader); Tools::check_opengl_error(); glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc); if (vc != 1) { Logger::error("vertex compilation failed"); Tools::print_shader_log(v_shader); ASSERT(0); } glCompileShader(f_shader); Tools::check_opengl_error(); glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc); if (fc != 1) { Logger::error("vertex compilation failed"); Tools::print_shader_log(f_shader); ASSERT(0); } GLuint vf_program = glCreateProgram(); glAttachShader(vf_program, v_shader); glAttachShader(vf_program, f_shader); glLinkProgram(vf_program); GLint linked; Tools::check_opengl_error(); glGetProgramiv(vf_program, GL_LINK_STATUS, &linked); if (linked != 1) { Logger::error("linking failed"); Tools::print_program_info(vf_program); ASSERT(0); } glDeleteShader(v_shader); glDeleteShader(f_shader); return vf_program; } void print_shader_log(GLuint shader) { int len = 0; int ch_written = 0; char* log; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); if (len > 0) { log = (char*)malloc(len); glGetShaderInfoLog(shader, len, &ch_written, log); Logger::info("Shader Info Log: {}", log); free(log); } } void print_program_info(int prog) { int len = 0; int ch_written = 0; char* log; glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len); if (len > 0) { log = (char*)malloc(len); glGetProgramInfoLog(prog, len, &ch_written, log); Logger::info("Program Info Log: {}", log); free(log); } } bool check_opengl_error() { bool found_error = false; int gl_err = glGetError(); while (gl_err != GL_NO_ERROR) { Logger::error("glEorr: {}", gl_err); found_error = true; gl_err = glGetError(); } return found_error; } std::string read_shader_source(const std::string& file_path) { std::string content; std::ifstream file_stream(file_path, std::ios::in); if (!file_stream.is_open()) { Logger::error("{} not exist", file_path); } std::string line = ""; while (!file_stream.eof()) { getline(file_stream, line); content.append(line + "\n"); } file_stream.close(); return content; } void delete_image_data(unsigned char* data) { SOIL_free_image_data(data); } unsigned char* load_image_data(const std::string& tex_image_path) { fs::path path = ASSETS_PATH + tex_image_path; ASSERT_MSG(fs::is_regular_file(path), path.c_str()); unsigned char* data = nullptr; int width, height, channels; data = SOIL_load_image(path.string().c_str(), &width, &height, &channels, SOIL_LOAD_AUTO); ASSERT_MSG(data, "Could not load texture" + path.string()); return data; } } // namespace Tools } // namespace Cubed