Files
portersky 40ae94788e style: fix include ordering across all source files
- C++ std headers first, then third-party, then local
- Apply consistently in cbt/ and scenes/
2026-05-05 22:40:51 +02:00

111 lines
2.3 KiB
C++

#include <iostream>
#include <string>
#include "fmt/std.h"
#include "cbt/opengl/shader.hpp"
namespace cbt::opengl {
shader::shader() {}
shader::~shader() {
if (m_id) {
glDeleteProgram(m_id);
}
}
shader::shader(shader&& other) noexcept
: m_id(other.m_id) {
other.m_id = 0;
}
auto shader::operator=(shader&& other) noexcept -> shader& {
if (this != &other) {
if (m_id) {
glDeleteProgram(m_id);
}
m_id = other.m_id;
other.m_id = 0;
}
return *this;
}
auto shader::compile_vertex(char const* source) -> bool {
auto vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &source, nullptr);
glCompileShader(vert);
GLint success;
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar info[512];
glGetShaderInfoLog(vert, 512, nullptr, info);
fmt::print("Vertex shader compile error:\n{}\n", info);
glDeleteShader(vert);
return false;
}
if (m_id) {
glDeleteProgram(m_id);
}
m_id = glCreateProgram();
glAttachShader(m_id, vert);
glDeleteShader(vert);
return true;
}
auto shader::compile_fragment(char const* source) -> bool {
auto frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &source, nullptr);
glCompileShader(frag);
GLint success;
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar info[512];
glGetShaderInfoLog(frag, 512, nullptr, info);
fmt::print("Fragment shader compile error:\n{}\n", info);
glDeleteShader(frag);
return false;
}
glAttachShader(m_id, frag);
glDeleteShader(frag);
return true;
}
auto shader::link() -> bool {
glLinkProgram(m_id);
GLint success;
glGetProgramiv(m_id, GL_LINK_STATUS, &success);
if (!success) {
GLchar info[512];
glGetProgramInfoLog(m_id, 512, nullptr, info);
fmt::print("Shader link error:\n{}\n", info);
glDeleteProgram(m_id);
m_id = 0;
return false;
}
return true;
}
auto shader::use() const -> void {
glUseProgram(m_id);
}
auto shader::unuse() const -> void {
glUseProgram(0);
}
auto shader::id() const -> GLuint {
return m_id;
}
auto shader::valid() const -> bool {
return m_id != 0;
}
}