check shader compilation
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@ -1,6 +1,6 @@
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#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string/case_conv.hpp>
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#include <boost/algorithm/string/case_conv.hpp>
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#include <boost/log/trivial.hpp>
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#include <boost/log/trivial.hpp>
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#include <boost/algorithm/string.hpp>
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#include <exception>
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#include <exception>
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#include <glad/glad.c>
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#include <glad/glad.c>
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// glad must be loaded before GLFW
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// glad must be loaded before GLFW
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@ -14,14 +14,15 @@ using namespace std;
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ShaderProgram::Base ShaderProgram::baseFromName(string name) {
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ShaderProgram::Base ShaderProgram::baseFromName(string name) {
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string lname = name;
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string lname = name;
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boost::algorithm::to_lower(lname); // yes, cpp needs a library to do this.
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boost::algorithm::to_lower(lname); // yes, cpp needs a library to do this.
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// luckily I'm already using boost so I
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// don't need to worry too much about it.
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// can't do a switch over strings in cpp.
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// can't do a switch over strings in cpp.
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if (lname == "empty") {
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if (lname == "empty") {
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return Empty;
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return Empty;
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}
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}
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if (lname == "triangle") {
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if (lname == "triangle") {
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return Triangle;
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return Triangle;
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}
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} else {
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else {
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BOOST_LOG_TRIVIAL(fatal) << "unknown base program \"" << name << "\"";
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BOOST_LOG_TRIVIAL(fatal) << "unknown base program \"" << name << "\"";
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exit(EXIT_USAGE);
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exit(EXIT_USAGE);
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}
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}
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@ -63,23 +64,66 @@ ShaderProgram::ShaderProgram(Base base, char **vertexSource,
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glShaderSource(this->frag, 2, fragSource, NULL);
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glShaderSource(this->frag, 2, fragSource, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
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BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
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glCompileShader(this->frag);
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glCompileShader(this->frag);
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// check if the compilation was successful
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int success;
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char infoLog[512];
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glGetShaderiv(this->vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(this->vertex, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not compile vertex shader:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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glGetShaderiv(this->frag, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(this->frag, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not compile fragments shader:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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}
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}
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/** runs for every frame
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/** defines the base program behavior.
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*
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*
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* will be called in `mainWindow`.
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* will be called in `mainWindow`.
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*
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* FIXME: dont run the switch case every frame.
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*/
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*/
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int ShaderProgram::run() {
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int ShaderProgram::run(GLFWwindow *window) {
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switch (this->base) {
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if (this->base == Triangle) {
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case Empty: // same as default
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float vTriangle[] = {
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default:
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-0.5f, -0.5f, 0.0f, // opengl
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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0.5f, -0.5f, 0.0f, // treats 3d arrays
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glClear(GL_COLOR_BUFFER_BIT);
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0.0f, 0.5f, 0.0f // as large 1d arrays
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break;
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};
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unsigned int oTriangle;
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glGenBuffers(1, &oTriangle);
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glBindBuffer(GL_ARRAY_BUFFER, oTriangle);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(0.9f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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return 0;
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} else // Empty
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{
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return 0;
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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return 0;
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}
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}
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return 0;
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}
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}
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/* functions that run out graphics stuff */
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/* functions that run out graphics stuff */
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@ -117,14 +161,9 @@ int mainWindow(ShaderProgram *shaderProgram, GLFWwindow *window) {
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int result = 0;
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int result = 0;
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BOOST_LOG_TRIVIAL(trace) << "Entering window loop";
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BOOST_LOG_TRIVIAL(trace) << "Base program";
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while (!glfwWindowShouldClose(window)) {
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result = shaderProgram->run(window);
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processInput(window);
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BOOST_LOG_TRIVIAL(trace) << "Left base program";
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shaderProgram->run();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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BOOST_LOG_TRIVIAL(trace) << "Left window loop";
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glfwTerminate();
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glfwTerminate();
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return result;
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return result;
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@ -11,7 +11,7 @@ public:
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std::string baseName();
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std::string baseName();
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static Base baseFromName(std::string name);
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static Base baseFromName(std::string name);
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ShaderProgram(Base base, char** vertexSource, char** fragSource);
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ShaderProgram(Base base, char** vertexSource, char** fragSource);
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int run();
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int run(GLFWwindow* window);
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protected:
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protected:
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unsigned int vertex;
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unsigned int vertex;
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@ -116,7 +116,8 @@ void help(char *prog, po::options_description desc) {
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<< "1\tGeneric Failure" << endl
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<< "1\tGeneric Failure" << endl
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<< "2\tBad arguments" << endl
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<< "2\tBad arguments" << endl
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<< "3\tI/O Error" << endl
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<< "3\tI/O Error" << endl
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<< "3\tOpenGL Error" << endl
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<< "4\tOpenGL Error" << endl
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<< "5\tShader Source Error" << endl
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<< endl
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<< endl
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<< endl
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<< endl
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<< "base programs:" << endl
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<< "base programs:" << endl
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const int EXIT_USAGE = 2;
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const int EXIT_USAGE = 2;
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const int EXIT_IO = 3;
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const int EXIT_IO = 3;
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const int EXIT_GL = 4;
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const int EXIT_GL = 4;
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const int EXIT_SHADER = 5;
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namespace po = boost::program_options;
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namespace po = boost::program_options;
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using namespace std;
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using namespace std;
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