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#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);
}
}
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