diff options
author | dec05eba <dec05eba@protonmail.com> | 2019-11-04 00:50:45 +0100 |
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committer | dec05eba <dec05eba@protonmail.com> | 2021-11-18 15:21:48 +0100 |
commit | 23a37b2cdd8ffde8bb85a4159888bf3a7ec35966 (patch) | |
tree | 83db7b81936621b6a2435e9b5db0de18496cd12f /src/RenderBackend/OpenGL/VertexShader.cpp | |
parent | fbd2e5d9a802db4fb5e056705ec599ac423e09be (diff) |
Use external shaders instead of generating shader code from c++ code...
Diffstat (limited to 'src/RenderBackend/OpenGL/VertexShader.cpp')
-rw-r--r-- | src/RenderBackend/OpenGL/VertexShader.cpp | 45 |
1 files changed, 0 insertions, 45 deletions
diff --git a/src/RenderBackend/OpenGL/VertexShader.cpp b/src/RenderBackend/OpenGL/VertexShader.cpp deleted file mode 100644 index 19705b6..0000000 --- a/src/RenderBackend/OpenGL/VertexShader.cpp +++ /dev/null @@ -1,45 +0,0 @@ -#include "../../../include/RenderBackend/OpenGL/VertexShader.hpp" -#include "../../../include/RenderBackend/OpenGL/opengl.hpp" -#include "../../../include/RenderBackend/OpenGL/CompiledShader.hpp" - -namespace amalgine { - VertexShader::VertexShader() - { - glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs); - } - - void VertexShader::defineMain(VertexShaderMainFunc mainFunc) - { - if(mainFuncDefined) - throw ShaderFunctionAlreadyDefined("main"); - - writeBody("void main() {\n"); - ShaderVec4 glPosition = mainFunc(); - mainFuncDefined = true; - writeBody("gl_Position = "); - writeBody(glPosition.getOutput()); - writeBody(";\n}\n\n"); - } - - Result<CompiledVertexShader*> VertexShader::compile() - { - GLuint vertexShaderId = glCreateShader(GL_VERTEX_SHADER); - std::string verterShaderSource = build(); - const char *verterShaderSourcePtr = verterShaderSource.c_str(); - printf("Vertex shader:\n%s\n", verterShaderSourcePtr); - glShaderSource(vertexShaderId, 1, &verterShaderSourcePtr, NULL); - glCompileShader(vertexShaderId); - - GLint status; - glGetShaderiv(vertexShaderId, GL_COMPILE_STATUS, &status); - std::string compileLog = getShaderCompileLog((u32)vertexShaderId); - if(status == GL_TRUE) - { - if(!compileLog.empty()) - printf("Vertex shader compile log:\n%s", compileLog.c_str()); - return Result<CompiledVertexShader*>::Ok(new CompiledVertexShader(vertexShaderId)); - } - else - return Result<CompiledVertexShader*>::Err(compileLog); - } -} |