/**
* ShaderShark
* Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <iostream>
#include <string>
#include <stdexcept>
#include <epoxy/gl.h>
#include <epoxy/glx.h>
#include <GL/glu.h>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include "Shader.h"
inline
void quads(GLfloat tx, GLfloat ty, GLfloat x, GLfloat y, GLfloat z) {
glTexCoord2f(tx, ty);
glVertex3f(x, y, z);
}
inline
void checkError(std::ostream* out = nullptr) {
GLenum code = glGetError();
if (code == GL_NO_ERROR) {
if (out) *out << "GL check: OK" << std::endl;
} else {
const char* string = (const char*) gluErrorString(code);
if (out) *out << "GL check: " << string << std::endl;
else throw std::logic_error(std::string("GL error: ") + string);
}
}
inline
void dump(const char* name, const glm::vec3& value) {
std::cerr << "dump: " << name << " = ["
<< value.x << ", "
<< value.y << ", "
<< value.z << "]" << std::endl;
}