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156 lines (149 loc) · 4.38 KB
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Copy pathGLHelper.hpp
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156 lines (149 loc) · 4.38 KB
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#pragma once
#include <glbinding/Binding.h>
#include <glbinding/gl33core/gl.h>
#include <vector>
#include <string>
using namespace gl33core;
class Shader {
GLuint _handle = 0;
public:
Shader(GLenum type, const std::string& src) {
_handle = glCreateShader(type);
const char* srcList[] = {src.c_str()};
glShaderSource(_handle, 1, srcList, nullptr);
glCompileShader(_handle);
GLint compilationOk;
glGetShaderiv(_handle, GL_COMPILE_STATUS, &compilationOk);
if (!compilationOk)
{
GLint errLength;
glGetShaderiv(_handle, GL_INFO_LOG_LENGTH, &errLength);
std::string errLog(errLength, '\0');
glGetShaderInfoLog(_handle, errLength, &errLength, errLog.data());
throw std::runtime_error("shader compilation failed:" + errLog);
}
}
Shader(Shader&& other) noexcept {
_handle = other._handle;
other._handle = 0;
}
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
virtual ~Shader() {
if (_handle) {
glDeleteShader(_handle);
}
}
GLuint handle() const {return _handle;}
};
class RenderProgram {
GLuint _handle = 0;
public:
RenderProgram(const std::vector<Shader>& shaders)
{
_handle = glCreateProgram();
for(const auto& shader: shaders) {
glAttachShader(_handle, shader.handle());
}
glLinkProgram(_handle);
GLint isLinked = 0;
glGetProgramiv(_handle, GL_LINK_STATUS, &isLinked);
if(!isLinked) {
GLint maxLength = 0;
glGetProgramiv(_handle, GL_INFO_LOG_LENGTH, &maxLength);
std::string infoLog(static_cast<size_t>(maxLength > 0 ? maxLength : 1), '\0');
glGetProgramInfoLog(_handle, maxLength, nullptr, infoLog.data());
glDeleteProgram(_handle);
_handle = 0;
throw std::runtime_error("failed to link program: " + infoLog);
}
}
RenderProgram(RenderProgram&& other) noexcept {
_handle = other._handle;
other._handle = 0;
}
RenderProgram(const RenderProgram&) = delete;
RenderProgram& operator=(const RenderProgram&) = delete;
virtual ~RenderProgram()
{
if (_handle)
glDeleteProgram(_handle);
}
void use() const
{
glUseProgram(_handle);
}
GLuint getUniformLocation(const char* name) const
{
return glGetUniformLocation(_handle, name);
}
};
class VertexArray {
GLuint _handle = 0;
public:
VertexArray() {
glGenVertexArrays(1, &_handle);
}
VertexArray(VertexArray&& other) noexcept {
_handle = other._handle;
other._handle = 0;
}
VertexArray(const VertexArray&) = delete;
VertexArray& operator=(const VertexArray&) = delete;
virtual ~VertexArray() {
if (_handle) {
glDeleteVertexArrays(1, &_handle);
}
}
void bind() {
glBindVertexArray(_handle);
}
};
class RenderBuffer {
GLuint _handle = 0;
friend class FrameBuffer;
public:
RenderBuffer() {
glGenRenderbuffers(1, &_handle);
}
virtual ~RenderBuffer() {
if (_handle)
glDeleteRenderbuffers(1, &_handle);
}
RenderBuffer(RenderBuffer&& other) noexcept {
_handle = other._handle;
other._handle = 0;
}
RenderBuffer(const RenderBuffer&) = delete;
RenderBuffer& operator=(const RenderBuffer&) = delete;
void bind() {
glBindRenderbuffer(GL_RENDERBUFFER, _handle);
}
};
class FrameBuffer {
GLuint _handle = 0;
public:
FrameBuffer() {
glGenFramebuffers(1, &_handle);
}
virtual ~FrameBuffer() {
if (_handle)
glDeleteFramebuffers(1, &_handle);
}
FrameBuffer(FrameBuffer&& other) noexcept {
_handle = other._handle;
other._handle = 0;
}
FrameBuffer(const FrameBuffer&) = delete;
FrameBuffer& operator=(const FrameBuffer&) = delete;
void bind(GLenum target = GL_FRAMEBUFFER) const {
glBindFramebuffer(target, _handle);
}
void renderBuffer(const RenderBuffer& rb) {
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb._handle);
}
bool check() {
return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
}
GLuint handle() const { return _handle; }
};