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Shader.cpp
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82 lines (60 loc) · 1.88 KB
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#include "Shader.h"
#include <iostream>
#include <fstream>
#include <vector>
#include <glad/gl.h>
uint32_t CreateComputeShader(const std::filesystem::path& path)
{
std::ifstream file(path);
if (!file.is_open())
{
std::cerr << "Failed to open file: " << path.string() << std::endl;
return -1;
}
std::ostringstream contentStream;
contentStream << file.rdbuf();
std::string shaderSource = contentStream.str();
GLuint shaderHandle = glCreateShader(GL_COMPUTE_SHADER);
const GLchar* source = (const GLchar*)shaderSource.c_str();
glShaderSource(shaderHandle, 1, &source, 0);
glCompileShader(shaderHandle);
GLint isCompiled = 0;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(shaderHandle, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteShader(shaderHandle);
return -1;
}
GLuint program = glCreateProgram();
glAttachShader(program, shaderHandle);
glLinkProgram(program);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteProgram(program);
glDeleteShader(shaderHandle);
return -1;
}
glDetachShader(program, shaderHandle);
return program;
}
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path)
{
uint32_t newShaderHandle = CreateComputeShader(path);
// Return old shader if compilation failed
if (newShaderHandle == -1)
return shaderHandle;
glDeleteProgram(shaderHandle);
return newShaderHandle;
}