Files
Cubed/src/tools/shader_tools.cpp

140 lines
4.1 KiB
C++

#include <fstream>
#include <filesystem>
#include <Cubed/config.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/shader_tools.hpp>
#include <Cubed/tools/log.hpp>
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;
}
}
}