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83 lines
3.1 KiB
83 lines
3.1 KiB
1 year ago
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#pragma once
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#include <string>
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#include <fstream>
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#include <GL/glew.h>
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#include "ShaderError.h"
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#define PI 3.14159
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class utils{
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inline static std::string readShaderSource(const char *filePath){
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std::string content;
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std::ifstream fileStream(filePath, std::ios::in);
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std::string line = "";
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if(fileStream.fail()){
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std::cout<<"Could not open shader "<<filePath<<"!"<<std::endl;
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throw;
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}
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while (fileStream.good()) {
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getline(fileStream, line);
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content.append(line + "\n");
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}
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fileStream.close();
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return content;
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}
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inline static void CompileShader(GLuint shader,std::string type){
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GLint compiled;
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glCompileShader(shader);
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ErrorCheck::checkOpenGLError();
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glGetShaderiv(shader,GL_COMPILE_STATUS,&compiled);
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if(compiled!=1){
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std::cout<<type<<" Compilation Failed!"<<std::endl;
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ErrorCheck::printShaderLog(shader);
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throw;
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}
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}
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inline static void CreateShader(GLuint type,std::string shaderName,const char*source,GLuint vfProgram){
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if(source!=nullptr){
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GLuint vShader=glCreateShader(type);
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std::string shaderFile=readShaderSource(source);
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const char*vertShaderSrc=shaderFile.c_str();
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glShaderSource(vShader,1,&vertShaderSrc,NULL);
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CompileShader(vShader,shaderName);
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glAttachShader(vfProgram,vShader);
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}
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};
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public:
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inline static GLuint createShaderProgram(const char*vertex,const char*fragment){
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return createShaderProgram(vertex,nullptr,nullptr,nullptr,fragment);
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}
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inline static GLuint createShaderProgram(const char*vertex,const char*geometry,const char*fragment){
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return createShaderProgram(vertex,nullptr,nullptr,geometry,fragment);
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}
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inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*fragment){
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return createShaderProgram(vertex,tesselationCS,tesselationES,nullptr,fragment);
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}
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inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*geometry,const char*fragment){
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GLuint vfProgram=glCreateProgram();
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CreateShader(GL_VERTEX_SHADER,"Vertex",vertex,vfProgram);
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CreateShader(GL_FRAGMENT_SHADER,"Fragment",fragment,vfProgram);
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CreateShader(GL_TESS_CONTROL_SHADER,"Tesselation Control",tesselationCS,vfProgram);
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CreateShader(GL_TESS_EVALUATION_SHADER,"Tesselation Evaluation",tesselationES,vfProgram);
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CreateShader(GL_GEOMETRY_SHADER,"Geometry",geometry,vfProgram);
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GLint linked;
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glLinkProgram(vfProgram);
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ErrorCheck::checkOpenGLError();
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glGetProgramiv(vfProgram,GL_LINK_STATUS,&linked);
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if(linked!=1){
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std::cout<<"Linking Failed!"<<std::endl;
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ErrorCheck::printProgramLog(vfProgram);
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}
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return vfProgram;
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}
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inline static float degToRad(float deg){
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return deg*(PI/180);
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}
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inline static float radToDeg(float rad){
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return rad*57.2957795130823208767;
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}
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};
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