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#include "shader.h"
#include <algorithm>
#include <array>
#include <format>
#include <stdexcept>
#include <string>
namespace {
auto
getInt(GLenum e)
{
GLint i {};
glGetIntegerv(e, &i);
return std::to_string(i);
}
using LookUpFunction = std::string (*)(GLenum);
constexpr std::array<std::tuple<std::string_view, GLenum, LookUpFunction>, 1> LOOKUPS {{
{"GL_MAX_GEOMETRY_OUTPUT_VERTICES", GL_MAX_GEOMETRY_OUTPUT_VERTICES, getInt},
}};
}
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<GLchar> textMod {text};
for (const auto & match : ctre::range<R"(\bGL_[A-Z_]+\b)">(textMod)) {
if (const auto lookup = std::find_if(LOOKUPS.begin(), LOOKUPS.end(),
[&match](const auto & lookup) {
return std::get<std::string_view>(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<GLint>(textMod.length()));
}
else {
source(text.data(), static_cast<GLint>(text.length()));
}
glCompileShader(shader);
CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!");
return shader;
}
void
Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string_view errorMessage)
{
GLint success = 0;
if (isProgram) {
glGetProgramiv(shader, flag, &success);
}
else {
glGetShaderiv(shader, flag, &success);
}
if (success == GL_FALSE) {
std::array<GLchar, 1024> error {};
if (isProgram) {
glGetProgramInfoLog(shader, error.size(), nullptr, error.data());
}
else {
glGetShaderInfoLog(shader, error.size(), nullptr, error.data());
}
throw std::runtime_error {std::format("{}: '{}'", errorMessage, error.data())};
}
}
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