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#include "../../../include/RenderBackend/OpenGL/ShaderProgram.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include "../../../include/RenderBackend/OpenGL/CompiledShader.hpp"
using namespace std;
namespace amalgine
{
ShaderProgramUsedBeforeBuilt::ShaderProgramUsedBeforeBuilt() :
runtime_error("Shader program was used before it was built")
{
}
ShaderProgram::ShaderProgram() : built(false)
{
shaderProgramId = glCreateProgram();
}
ShaderProgram::~ShaderProgram()
{
GLint numAttachedShaders;
glGetProgramiv(shaderProgramId, GL_ATTACHED_SHADERS, &numAttachedShaders);
GLuint *attachedShaders = new GLuint[numAttachedShaders];
glGetAttachedShaders(shaderProgramId, numAttachedShaders, nullptr, attachedShaders);
for(int i = 0; i < numAttachedShaders; ++i)
{
GLuint attachedShaderId = attachedShaders[i];
glDetachShader(shaderProgramId, attachedShaderId);
}
glDeleteProgram(shaderProgramId);
}
// TODO: Before adding shader to program, check if it has already been added
bool ShaderProgram::addVertexShader(CompiledVertexShader *vertexShader)
{
// TODO: Do not allow adding shader if the program has already been built
glAttachShader(shaderProgramId, vertexShader->getShaderId());
return true;
}
bool ShaderProgram::addPixelShader(CompiledPixelShader *pixelShader)
{
// TODO: Do not allow adding shader if the program has already been built
glAttachShader(shaderProgramId, pixelShader->getShaderId());
return true;
}
Result<bool> ShaderProgram::build()
{
if(built)
return Result<bool>::Err("Shader program already built");
glLinkProgram(shaderProgramId);
built = true;
return Result<bool>::Ok(true);
}
void ShaderProgram::use()
{
if(built)
{
glUseProgram(shaderProgramId);
}
else
{
throw ShaderProgramUsedBeforeBuilt();
}
}
}
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