opengl.h
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     1 /**
       
     2  * ShaderShark
       
     3  * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
       
     4  *
       
     5  * This program is free software: you can redistribute it and/or modify
       
     6  * it under the terms of the GNU General Public License as published by
       
     7  * the Free Software Foundation, version 3 of the License.
       
     8  *
       
     9  * This program is distributed in the hope that it will be useful,
       
    10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
       
    11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
       
    12  * GNU General Public License for more details.
       
    13  *
       
    14  * You should have received a copy of the GNU General Public License
       
    15  * along with this program. If not, see <http://www.gnu.org/licenses/>.
       
    16  */
       
    17 
       
    18 #pragma once
       
    19 
       
    20 #include <string>
       
    21 #include <stdexcept>
       
    22 
       
    23 #include <epoxy/gl.h>
       
    24 #include <epoxy/glx.h>
       
    25 #include <GL/glu.h>
       
    26 
       
    27 #include <glm/glm.hpp>
       
    28 #include <glm/ext.hpp>
       
    29 
       
    30 inline
       
    31 void quads(GLfloat tx, GLfloat ty, GLfloat x, GLfloat y, GLfloat z) {
       
    32 	glTexCoord2f(tx, ty);
       
    33 	glVertex3f(x, y, z);
       
    34 }
       
    35 
       
    36 inline
       
    37 void checkError(std::ostream* out) {
       
    38 	GLenum code = glGetError();
       
    39 	if (code == GL_NO_ERROR) {
       
    40 		if (out) *out << "GL check: OK" << std::endl;
       
    41 	} else {
       
    42 		const char* string = (const char*) gluErrorString(code);
       
    43 		if (out) *out << "GL check: " << string << std::endl;
       
    44 		else throw std::logic_error(std::string("GL error: ") + string);
       
    45 	}
       
    46 }
       
    47 
       
    48 inline
       
    49 GLenum toShaderType(const std::string& fileName) {
       
    50 	if (fileName.ends_with(".vert")) return GL_VERTEX_SHADER;
       
    51 	else if (fileName.ends_with(".frag")) return GL_FRAGMENT_SHADER;
       
    52 	else throw std::invalid_argument("Expecting *.vert or *.frag file");
       
    53 }
       
    54 
       
    55 inline
       
    56 void dump(const char* name, const glm::vec3& value) {
       
    57 	std::cerr << "dump: " << name << " = ["
       
    58 			<< value.x << ", "
       
    59 			<< value.y << ", "
       
    60 			<< value.z << "]" << std::endl;
       
    61 }