💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "gl/shader.hpp"
  20. #include <glad/glad.h>
  21. #include <stdexcept>
  22. namespace gl {
  23. static constexpr GLenum shader_type_lut[] =
  24. {
  25. GL_VERTEX_SHADER,
  26. GL_FRAGMENT_SHADER,
  27. GL_GEOMETRY_SHADER
  28. };
  29. shader::shader(shader_type type, const std::string& source):
  30. gl_shader_id(0),
  31. type(type)
  32. {
  33. GLenum gl_shader_type = shader_type_lut[static_cast<std::size_t>(type)];
  34. const char* source_c_str = source.c_str();
  35. gl_shader_id = glCreateShader(gl_shader_type);
  36. glShaderSource(gl_shader_id, 1, &source_c_str, nullptr);
  37. glCompileShader(gl_shader_id);
  38. GLint status;
  39. glGetShaderiv(gl_shader_id, GL_COMPILE_STATUS, &status);
  40. if (status == GL_FALSE)
  41. {
  42. throw std::runtime_error(get_info_log().c_str());
  43. }
  44. }
  45. shader::~shader()
  46. {
  47. glDeleteShader(gl_shader_id);
  48. }
  49. std::string shader::get_info_log() const
  50. {
  51. GLint length;
  52. glGetShaderiv(gl_shader_id, GL_INFO_LOG_LENGTH, &length);
  53. if (length > 0)
  54. {
  55. std::string log(length, '\0');
  56. glGetShaderInfoLog(gl_shader_id, length, &length, &log[0]);
  57. return log;
  58. }
  59. return std::string();
  60. }
  61. } // namespace gl