mirror of https://github.com/axmolengine/axmol.git
89 lines
2.9 KiB
C++
89 lines
2.9 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 C4games Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "ShaderModuleGL.h"
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#include "platform/PlatformMacros.h"
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#include "base/Macros.h"
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#include "base/axstd.h"
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NS_AX_BACKEND_BEGIN
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ShaderModuleGL::ShaderModuleGL(ShaderStage stage, std::string_view source) : ShaderModule(stage)
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{
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compileShader(stage, source);
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}
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ShaderModuleGL::~ShaderModuleGL()
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{
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deleteShader();
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}
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void ShaderModuleGL::compileShader(ShaderStage stage, std::string_view source)
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{
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GLenum shaderType = stage == ShaderStage::VERTEX ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER;
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const GLchar* sourcePtr = reinterpret_cast<const GLchar*>(source.data());
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_shader = glCreateShader(shaderType);
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if (!_shader)
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return;
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glShaderSource(_shader, 1, &sourcePtr, nullptr);
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glCompileShader(_shader);
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GLint status = 0;
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glGetShaderiv(_shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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GLint logLength = 0;
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glGetShaderiv(_shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 1)
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{
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auto errorLog = axstd::make_unique_for_overwrite<char[]>(static_cast<size_t>(logLength));
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glGetShaderInfoLog(_shader, logLength, nullptr, (GLchar*)errorLog.get());
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ax::log("axmol:ERROR: Failed to compile shader, detail: %s\n%s", errorLog.get(),
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source.data());
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}
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else
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{
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ax::log("axmol:ERROR: Failed to compile shader without errors.");
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}
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deleteShader();
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AXASSERT(false, "Shader compile failed!");
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}
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}
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void ShaderModuleGL::deleteShader()
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{
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if (_shader)
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{
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glDeleteShader(_shader);
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_shader = 0;
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}
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}
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NS_AX_BACKEND_END
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