-
Notifications
You must be signed in to change notification settings - Fork 11
/
shader.h
82 lines (73 loc) · 2.54 KB
/
shader.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
/*The MIT License (MIT)
*
*Copyright (c) 2014 Michael O'Farrell, Bram Wasti
*
*Permission is hereby granted, free of charge, to any person obtaining a copy
*of this software and associated documentation files (the "Software"), to deal
*in the Software without restriction, including without limitation the rights
*to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*copies of the Software, and to permit persons to whom the Software is
*furnished to do so, subject to the following conditions:
*
*The above copyright notice and this permission notice shall be included in
*all copies or substantial portions of the Software.
*
*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*THE SOFTWARE.
*
*/
#ifndef SHADER_H
#define SHADER_H
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/gl3ext.h>
#include <OpenGL/glext.h>
#include <OpenGL/gl3.h>
#else
#ifdef _WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#include <iostream>
// Things defined in header so that templates work.
class Shader_prog {
GLuint vertex_shader, fragment_shader, prog;
template <int N>
GLuint compile(GLuint type, char const *(&source)[N]) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, N, source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::string log(length, ' ');
glGetShaderInfoLog(shader, length, &length, &log[0]);
throw std::logic_error(log);
return false;
}
return shader;
}
public:
template <int N, int M>
Shader_prog(GLchar const *(&v_source)[N], GLchar const *(&f_source)[M]) {
vertex_shader = compile(GL_VERTEX_SHADER, v_source);
fragment_shader = compile(GL_FRAGMENT_SHADER, f_source);
prog = glCreateProgram();
glAttachShader(prog, vertex_shader);
glAttachShader(prog, fragment_shader);
glLinkProgram(prog);
}
operator GLuint();
void operator()();
~Shader_prog();
};
#endif /* SHADER_H */