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-rw-r--r--gfx/gl/shader-source.h5
-rw-r--r--gfx/gl/shader.cpp21
-rw-r--r--gfx/gl/shader.h12
3 files changed, 18 insertions, 20 deletions
diff --git a/gfx/gl/shader-source.h b/gfx/gl/shader-source.h
index 4fbbe5b..9403e80 100644
--- a/gfx/gl/shader-source.h
+++ b/gfx/gl/shader-source.h
@@ -2,11 +2,16 @@
#define SHADER_SOURCE_H
#include <GL/glew.h>
+#include <glRef.hpp>
struct GLsource {
+ using ShaderRef = glRef<GLuint, __glewCreateShader, __glewDeleteShader>;
+
const GLchar * text;
GLint len;
GLuint type;
+
+ [[nodiscard]] ShaderRef compile() const;
};
constexpr auto
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp
index badaaef..d4cb747 100644
--- a/gfx/gl/shader.cpp
+++ b/gfx/gl/shader.cpp
@@ -31,16 +31,16 @@ Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : viewProjection_unif
Shader::Shader() :
programs {{{
- Source {basicShader_vs}.id,
- Source {basicShader_fs}.id,
+ basicShader_vs.compile(),
+ basicShader_fs.compile(),
},
{
- Source {waterShader_vs}.id,
- Source {waterShader_fs}.id,
+ waterShader_vs.compile(),
+ waterShader_fs.compile(),
},
{
- Source {landmassShader_vs}.id,
- Source {landmassShader_fs}.id,
+ landmassShader_vs.compile(),
+ landmassShader_fs.compile(),
}}}
{
}
@@ -98,10 +98,13 @@ Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string
}
}
-Shader::Source::Source(const GLsource src) : id {src.type}
+GLsource::ShaderRef
+GLsource::compile() const
{
- glShaderSource(id, 1, &src.text, &src.len);
+ ShaderRef id {type};
+ glShaderSource(id, 1, &text, &len);
glCompileShader(id);
- CheckShaderError(id, GL_COMPILE_STATUS, false, "Error compiling shader!");
+ Shader::CheckShaderError(id, GL_COMPILE_STATUS, false, "Error compiling shader!");
+ return id;
}
diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h
index 293ce9b..e4904ed 100644
--- a/gfx/gl/shader.h
+++ b/gfx/gl/shader.h
@@ -1,7 +1,6 @@
#ifndef SHADER_INCLUDED_H
#define SHADER_INCLUDED_H
-#include "shader-source.h"
#include <GL/glew.h>
#include <array>
#include <glRef.hpp>
@@ -18,18 +17,9 @@ public:
void setModel(glm::mat4 model, Program = Program::Basic) const;
void setUniform(const GLchar *, glm::vec3 dir) const;
-private:
- class Source {
- public:
- using ShaderRef = glRef<GLuint, __glewCreateShader, __glewDeleteShader>;
-
- explicit Source(const GLsource src);
-
- ShaderRef id;
- };
-
static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string_view errorMessage);
+private:
class ProgramHandle {
public:
ProgramHandle(GLuint, GLuint);