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make_program.cpp
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//
// Created by asuka on 09.03.2023.
//
# include <make_program.hpp>
# include <glad/glad.h>
# include <fstream>
# include <iostream>
std::string load_shader_source(const std::filesystem::path& name) {
auto path = "./shaders" / name;
auto file = std::ifstream(path);
std::string line;
std::string source;
while (file.good()) {
std::getline(file, line);
source += line;
source += '\n';
}
return source;
}
unsigned int make_shader(GLenum shader_type, const std::filesystem::path& shader_path) {
auto shader_source = load_shader_source(shader_path);
auto shader_source_data = shader_source.c_str();
unsigned int shader = glCreateShader(shader_type);
glShaderSource(shader, 1, &shader_source_data, nullptr);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char info_log[512];
glGetShaderInfoLog(shader, 512, nullptr, info_log);
std::cout << "failed to compile shader\n";
std::cout << "\tfile: " << shader_path << '\n';
std::cout << "\tlog: " << info_log << '\n';
throw std::runtime_error("failed to compile shader");
}
return shader;
}
unsigned int snake::make_program(
const std::filesystem::path& vertex_shader_path,
const std::filesystem::path& fragment_shader_path) {
auto vertex_shader = make_shader(GL_VERTEX_SHADER, vertex_shader_path);
auto fragment_shader = make_shader(GL_FRAGMENT_SHADER, fragment_shader_path);
auto program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char info_log[512];
glGetProgramInfoLog(program, 512, nullptr, info_log);
std::cout << "failed to link program\n";
std::cout << "\tlog: " << info_log << '\n';
throw std::runtime_error("failed to link program");
}
glDetachShader(program, vertex_shader);
glDetachShader(program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
unsigned int snake::make_program(
const std::filesystem::path& vertex_shader_path,
const std::filesystem::path& geometry_shader_path,
const std::filesystem::path& fragment_shader_path) {
auto vertex_shader = make_shader(GL_VERTEX_SHADER, vertex_shader_path);
auto geometry_shader = make_shader(GL_GEOMETRY_SHADER, geometry_shader_path);
auto fragment_shader = make_shader(GL_FRAGMENT_SHADER, fragment_shader_path);
auto program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, geometry_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char info_log[512];
glGetProgramInfoLog(program, 512, nullptr, info_log);
std::cout << "failed to link program\n";
std::cout << "\tlog: " << info_log << '\n';
throw std::runtime_error("failed to link program");
}
glDetachShader(program, vertex_shader);
glDetachShader(program, geometry_shader);
glDetachShader(program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader);
return program;
}