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OpenGLTemplate/Models/utils.h

94 lines
3.5 KiB

#pragma once
#include <string>
#include <fstream>
#include <GL/glew.h>
#include "ShaderError.h"
#include <SOIL2/SOIL2.h>
#define PI 3.14159
class utils{
inline static std::string readShaderSource(const char *filePath){
std::string content;
std::ifstream fileStream(filePath, std::ios::in);
std::string line = "";
if(fileStream.fail()){
std::cout<<"Could not open shader "<<filePath<<"!"<<std::endl;
throw;
}
while (fileStream.good()) {
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
inline static void CompileShader(GLuint shader,std::string type){
GLint compiled;
glCompileShader(shader);
ErrorCheck::checkOpenGLError();
glGetShaderiv(shader,GL_COMPILE_STATUS,&compiled);
if(compiled!=1){
std::cout<<type<<" Compilation Failed!"<<std::endl;
ErrorCheck::printShaderLog(shader);
throw;
}
}
inline static void CreateShader(GLuint type,std::string shaderName,const char*source,GLuint vfProgram){
if(source!=nullptr){
GLuint vShader=glCreateShader(type);
std::string shaderFile=readShaderSource(source);
const char*vertShaderSrc=shaderFile.c_str();
glShaderSource(vShader,1,&vertShaderSrc,NULL);
CompileShader(vShader,shaderName);
glAttachShader(vfProgram,vShader);
}
};
public:
inline static GLuint createShaderProgram(const char*vertex,const char*fragment){
return createShaderProgram(vertex,nullptr,nullptr,nullptr,fragment);
}
inline static GLuint createShaderProgram(const char*vertex,const char*geometry,const char*fragment){
return createShaderProgram(vertex,nullptr,nullptr,geometry,fragment);
}
inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*fragment){
return createShaderProgram(vertex,tesselationCS,tesselationES,nullptr,fragment);
}
inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*geometry,const char*fragment){
GLuint vfProgram=glCreateProgram();
CreateShader(GL_VERTEX_SHADER,"Vertex",vertex,vfProgram);
CreateShader(GL_FRAGMENT_SHADER,"Fragment",fragment,vfProgram);
CreateShader(GL_TESS_CONTROL_SHADER,"Tesselation Control",tesselationCS,vfProgram);
CreateShader(GL_TESS_EVALUATION_SHADER,"Tesselation Evaluation",tesselationES,vfProgram);
CreateShader(GL_GEOMETRY_SHADER,"Geometry",geometry,vfProgram);
GLint linked;
glLinkProgram(vfProgram);
ErrorCheck::checkOpenGLError();
glGetProgramiv(vfProgram,GL_LINK_STATUS,&linked);
if(linked!=1){
std::cout<<"Linking Failed!"<<std::endl;
ErrorCheck::printProgramLog(vfProgram);
}
return vfProgram;
}
inline static float degToRad(float deg){
return deg*(PI/180);
}
inline static float radToDeg(float rad){
return rad*57.2957795130823208767;
}
inline static GLuint loadTexture(const char*file){
GLuint textureID;
textureID=SOIL_load_OGL_texture(file,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_INVERT_Y);
if(!textureID){
std::cout<<"Could not load texture file "<<file<<std::endl;
throw;
}
return textureID;
}
};