Shader.cpp
author František Kučera <franta-hg@frantovo.cz>
Sun, 03 Dec 2023 19:22:25 +0100
branchv_0
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permissions -rw-r--r--
new shader: scanlines-basic.frag
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/**
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 * ShaderShark
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 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, version 3 of the License.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 */
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#include <string>
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#include <stdexcept>
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#include "Shader.h"
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class Shader::Impl {
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public:
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	Shader::Type type;
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	GLuint id;
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	std::string fileName;
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};
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Shader::Shader(
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		const Type type,
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		const Buffer& source,
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		const std::string& fileName) : impl(new Impl()) {
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	impl->type = type;
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	impl->fileName = fileName;
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	impl->id = glCreateShader((GLenum) impl->type);
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	update(source);
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}
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Shader::~Shader() {
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	glDeleteShader(impl->id);
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	delete impl;
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}
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GLuint Shader::getId() const {
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	return impl->id;
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}
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const std::string Shader::getFileName() const {
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	return impl->fileName;
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}
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void Shader::update(const Buffer& source) {
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	auto fileData = source.getData();
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	GLint fileSize = source.getSize();
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	glShaderSource(impl->id, 1, &fileData, &fileSize);
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	glCompileShader(impl->id);
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	GLint compileStatus;
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	glGetShaderiv(impl->id, GL_COMPILE_STATUS, &compileStatus);
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	if (compileStatus != GL_TRUE) {
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		char error[512];
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		glGetShaderInfoLog(impl->id, sizeof (error), NULL, error);
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		throw std::logic_error(
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				std::string("GLSL: shader failed to compile: ") + error);
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	}
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}