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#include "../../../include/RenderBackend/OpenGL/PixelShader.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include "../../../include/RenderBackend/OpenGL/CompiledShader.hpp"
namespace amalgine
{
PixelShader::PixelShader()
{
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxAttribs);
}
void PixelShader::defineMain(PixelShaderMainFunc mainFunc)
{
if(mainFuncDefined)
throw ShaderFunctionAlreadyDefined("main");
writeBody("void main() {\n");
mainFunc();
mainFuncDefined = true;
writeBody("}\n\n");
}
Result<CompiledPixelShader*> PixelShader::compile()
{
if(!mainFuncDefined)
return Result<CompiledPixelShader*>::Err("main function not defined (defineMain not called)");
GLuint fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
std::string verterShaderSource = build();
const char *verterShaderSourcePtr = verterShaderSource.c_str();
printf("Vertex shader:\n%s\n", verterShaderSourcePtr);
glShaderSource(fragmentShaderId, 1, &verterShaderSourcePtr, NULL);
glCompileShader(fragmentShaderId);
GLint status;
glGetShaderiv(fragmentShaderId, GL_COMPILE_STATUS, &status);
std::string compileLog = getShaderCompileLog((u32)fragmentShaderId);
if(status == GL_TRUE)
{
if(!compileLog.empty())
printf("Pixel shader compile log:\n%s", compileLog.c_str());
return Result<CompiledPixelShader*>::Ok(new CompiledPixelShader(fragmentShaderId, move(inputAttributes)));
}
else
return Result<CompiledPixelShader*>::Err(compileLog);
}
}
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