#include "shader.h" #include "msgException.h" #include #include #include #include #include namespace { auto getInt(GLenum e) { GLint i {}; glGetIntegerv(e, &i); return std::to_string(i); } using LookUpFunction = std::string (*)(GLenum); constexpr std::array, 1> LOOKUPS {{ {"GL_MAX_GEOMETRY_OUTPUT_VERTICES", GL_MAX_GEOMETRY_OUTPUT_VERTICES, getInt}, }}; struct ShaderCompileError : public MsgException { explicit ShaderCompileError(GLuint shader, Shader::Source src) : MsgException {"Error compiling shader"}, shader {shader}, source {src}, msg {getShaderText(GL_INFO_LOG_LENGTH, glGetShaderInfoLog)} { } [[nodiscard]] std::string getMsg() const noexcept override { return std::format("Error compiling shader: '{}'\nSource:\n{}", getShaderText(GL_INFO_LOG_LENGTH, glGetShaderInfoLog), source); } private: std::string getShaderText(GLenum param, auto getTextFunc) const { std::string text; text.resize_and_overwrite(static_cast(Shader::getShaderParam(shader, param)), [this, getTextFunc](auto buf, auto len) { GLsizei outLen {}; getTextFunc(shader, static_cast(len), &outLen, buf); return outLen; }); return text; } const GLuint shader; const Shader::Source source; const std::string msg; }; } Shader::ShaderRef Shader::compile() const { ShaderRef shader {type}; auto source = [&shader](auto text, GLint len) { glShaderSource(shader, 1, &text, &len); }; if (lookups) { std::basic_string textMod {text}; for (const auto & match : ctre::search_all(textMod)) { if (const auto * const lookup = std::find_if(LOOKUPS.begin(), LOOKUPS.end(), [&match](const auto & lookup) { return std::get(lookup) == match; }); lookup != LOOKUPS.end()) { const auto & [name, pname, getFunction] = *lookup; textMod.replace(match.begin(), match.end(), getFunction(pname)); } } source(textMod.c_str(), static_cast(textMod.length())); } else { source(text.data(), static_cast(text.length())); } glCompileShader(shader); checkShaderError(shader); return shader; } void Shader::checkShaderError(GLuint shader) const { if (getShaderParam(shader, GL_COMPILE_STATUS) == GL_FALSE) { throw ShaderCompileError {shader, text}; } } GLint Shader::getShaderParam(GLuint shader, GLenum pname) { GLint pvalue {}; glGetShaderiv(shader, pname, &pvalue); return pvalue; }