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#include <exception>
#include "Runtime/Debug/log.h"
#include "Shader.h"
#include "OpenGL.h"
void checkCompileshaderErrorors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
std::string shaderError = "";
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
shaderError = "ERROR::SHADER_COMPILATION_ERROR of type: " + type + "\n" + infoLog;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
shaderError = "ERROR::SHADER_COMPILATION_ERROR of type: " + type + "\n" + infoLog;
}
}
if (!success)
{
throw ShaderCompileExecption(shaderError);
}
}
Shader::Shader(LuaBind::VM*vm, bool keepSrc)
: NativeClass<Shader>(vm)
, m_KeepSrc(keepSrc)
{
}
Shader::Shader(LuaBind::VM* vm, std::string& vert, std::string& frag, bool keepSrc)
: NativeClass<Shader>(vm)
, m_KeepSrc(keepSrc)
{
const char* vertCode = vert.c_str();
const char* fragCode = frag.c_str();
// vertex shader
m_VertID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(m_VertID, 1, &vertCode, NULL);
glCompileShader(m_VertID);
checkCompileshaderErrorors(m_VertID, "VERTEX");
// fragment Shader
m_FragID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_FragID, 1, &fragCode, NULL);
glCompileShader(m_FragID);
checkCompileshaderErrorors(m_FragID, "FRAGMENT");
// create program
m_ProgramID = glCreateProgram();
glAttachShader(m_ProgramID, m_VertID);
glAttachShader(m_ProgramID, m_FragID);
glLinkProgram(m_ProgramID);
checkCompileshaderErrorors(m_FragID, "PROGRAM");
// keep src
if (keepSrc)
{
m_VertSrc = vert;
m_FragSrc = frag;
}
}
Shader::~Shader()
{
glDeleteProgram(m_ProgramID);
glDeleteShader(m_VertID);
glDeleteShader(m_FragID);
}
void Shader::ReCompile(std::string& vert, std::string frag)
{
const char* vertCode = vert.c_str();
const char* fragCode = frag.c_str();
// vertex shader
glShaderSource(m_VertID, 1, &vertCode, NULL);
glCompileShader(m_VertID);
checkCompileshaderErrorors(m_VertID, "VERTEX");
// fragment Shader
glShaderSource(m_FragID, 1, &fragCode, NULL);
glCompileShader(m_FragID);
checkCompileshaderErrorors(m_FragID, "FRAGMENT");
// create program
glAttachShader(m_ProgramID, m_VertID);
glAttachShader(m_ProgramID, m_FragID);
glLinkProgram(m_ProgramID);
checkCompileshaderErrorors(m_FragID, "PROGRAM");
//
if (m_KeepSrc)
{
m_VertSrc = vert;
m_FragSrc = frag;
}
}
void Shader::ReCompileVert(std::string& vert)
{
glDeleteShader(m_VertID);
const char* vertCode = vert.c_str();
// vertex shader
glShaderSource(m_VertID, 1, &vertCode, NULL);
glCompileShader(m_VertID);
checkCompileshaderErrorors(m_VertID, "VERTEX");
// create program
glAttachShader(m_ProgramID, m_VertID);
glAttachShader(m_ProgramID, m_FragID);
glLinkProgram(m_ProgramID);
checkCompileshaderErrorors(m_FragID, "PROGRAM");
//
if (m_KeepSrc)
{
m_VertSrc = vert;
}
}
void Shader::ReCompileFrag(std::string frag)
{
glDeleteShader(m_FragID);
const char* fragCode = frag.c_str();
// fragment Shader
glShaderSource(m_FragID, 1, &fragCode, NULL);
glCompileShader(m_FragID);
checkCompileshaderErrorors(m_FragID, "FRAGMENT");
// create program
glAttachShader(m_ProgramID, m_VertID);
glAttachShader(m_ProgramID, m_FragID);
glLinkProgram(m_ProgramID);
checkCompileshaderErrorors(m_FragID, "PROGRAM");
//
if (m_KeepSrc)
{
m_FragSrc = frag;
}
}
bool Shader::IsValid()
{
return m_ProgramID != 0;
}
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