mirror of
https://github.com/SFML/SFML.git
synced 2024-11-24 20:31:05 +08:00
DRY shader creation via helper lambda
This commit is contained in:
parent
a9c56da99e
commit
7cec342b2b
@ -868,89 +868,50 @@ bool Shader::compile(std::string_view vertexShaderCode, std::string_view geometr
|
||||
// Create the program
|
||||
const GLEXT_GLhandle shaderProgram = glCheck(GLEXT_glCreateProgramObject());
|
||||
|
||||
// Create the vertex shader if needed
|
||||
if (!vertexShaderCode.empty())
|
||||
// Helper function for shader creation
|
||||
const auto createAndAttachShader =
|
||||
[shaderProgram](GLenum shaderType, const char* shaderTypeStr, std::string_view shaderCode)
|
||||
{
|
||||
// Create and compile the shader
|
||||
const GLEXT_GLhandle vertexShader = glCheck(GLEXT_glCreateShaderObject(GLEXT_GL_VERTEX_SHADER));
|
||||
const GLcharARB* sourceCode = vertexShaderCode.data();
|
||||
const auto sourceCodeLength = static_cast<GLint>(vertexShaderCode.length());
|
||||
glCheck(GLEXT_glShaderSource(vertexShader, 1, &sourceCode, &sourceCodeLength));
|
||||
glCheck(GLEXT_glCompileShader(vertexShader));
|
||||
const GLEXT_GLhandle shader = glCheck(GLEXT_glCreateShaderObject(shaderType));
|
||||
const GLcharARB* sourceCode = shaderCode.data();
|
||||
const auto sourceCodeLength = static_cast<GLint>(shaderCode.length());
|
||||
glCheck(GLEXT_glShaderSource(shader, 1, &sourceCode, &sourceCodeLength));
|
||||
glCheck(GLEXT_glCompileShader(shader));
|
||||
|
||||
// Check the compile log
|
||||
GLint success = 0;
|
||||
glCheck(GLEXT_glGetObjectParameteriv(vertexShader, GLEXT_GL_OBJECT_COMPILE_STATUS, &success));
|
||||
glCheck(GLEXT_glGetObjectParameteriv(shader, GLEXT_GL_OBJECT_COMPILE_STATUS, &success));
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
std::array<char, 1024> log{};
|
||||
glCheck(GLEXT_glGetInfoLog(vertexShader, sizeof(log), nullptr, log.data()));
|
||||
err() << "Failed to compile vertex shader:" << '\n' << log.data() << std::endl;
|
||||
glCheck(GLEXT_glDeleteObject(vertexShader));
|
||||
glCheck(GLEXT_glGetInfoLog(shader, sizeof(log), nullptr, log.data()));
|
||||
err() << "Failed to compile " << shaderTypeStr << " shader:" << '\n' << log.data() << std::endl;
|
||||
glCheck(GLEXT_glDeleteObject(shader));
|
||||
glCheck(GLEXT_glDeleteObject(shaderProgram));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Attach the shader to the program, and delete it (not needed anymore)
|
||||
glCheck(GLEXT_glAttachObject(shaderProgram, vertexShader));
|
||||
glCheck(GLEXT_glDeleteObject(vertexShader));
|
||||
}
|
||||
glCheck(GLEXT_glAttachObject(shaderProgram, shader));
|
||||
glCheck(GLEXT_glDeleteObject(shader));
|
||||
return true;
|
||||
};
|
||||
|
||||
// Create the vertex shader if needed
|
||||
if (!vertexShaderCode.empty())
|
||||
if (!createAndAttachShader(GLEXT_GL_VERTEX_SHADER, "vertex", vertexShaderCode))
|
||||
return false;
|
||||
|
||||
// Create the geometry shader if needed
|
||||
if (!geometryShaderCode.empty())
|
||||
{
|
||||
// Create and compile the shader
|
||||
const GLEXT_GLhandle geometryShader = GLEXT_glCreateShaderObject(GLEXT_GL_GEOMETRY_SHADER);
|
||||
const GLcharARB* sourceCode = geometryShaderCode.data();
|
||||
const auto sourceCodeLength = static_cast<GLint>(geometryShaderCode.length());
|
||||
glCheck(GLEXT_glShaderSource(geometryShader, 1, &sourceCode, &sourceCodeLength));
|
||||
glCheck(GLEXT_glCompileShader(geometryShader));
|
||||
|
||||
// Check the compile log
|
||||
GLint success = 0;
|
||||
glCheck(GLEXT_glGetObjectParameteriv(geometryShader, GLEXT_GL_OBJECT_COMPILE_STATUS, &success));
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
std::array<char, 1024> log{};
|
||||
glCheck(GLEXT_glGetInfoLog(geometryShader, sizeof(log), nullptr, log.data()));
|
||||
err() << "Failed to compile geometry shader:" << '\n' << log.data() << std::endl;
|
||||
glCheck(GLEXT_glDeleteObject(geometryShader));
|
||||
glCheck(GLEXT_glDeleteObject(shaderProgram));
|
||||
if (!createAndAttachShader(GLEXT_GL_GEOMETRY_SHADER, "geometry", geometryShaderCode))
|
||||
return false;
|
||||
}
|
||||
|
||||
// Attach the shader to the program, and delete it (not needed anymore)
|
||||
glCheck(GLEXT_glAttachObject(shaderProgram, geometryShader));
|
||||
glCheck(GLEXT_glDeleteObject(geometryShader));
|
||||
}
|
||||
|
||||
// Create the fragment shader if needed
|
||||
if (!fragmentShaderCode.empty())
|
||||
{
|
||||
// Create and compile the shader
|
||||
const GLEXT_GLhandle fragmentShader = glCheck(GLEXT_glCreateShaderObject(GLEXT_GL_FRAGMENT_SHADER));
|
||||
const GLcharARB* sourceCode = fragmentShaderCode.data();
|
||||
const auto sourceCodeLength = static_cast<GLint>(fragmentShaderCode.length());
|
||||
glCheck(GLEXT_glShaderSource(fragmentShader, 1, &sourceCode, &sourceCodeLength));
|
||||
glCheck(GLEXT_glCompileShader(fragmentShader));
|
||||
|
||||
// Check the compile log
|
||||
GLint success = 0;
|
||||
glCheck(GLEXT_glGetObjectParameteriv(fragmentShader, GLEXT_GL_OBJECT_COMPILE_STATUS, &success));
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
std::array<char, 1024> log{};
|
||||
glCheck(GLEXT_glGetInfoLog(fragmentShader, sizeof(log), nullptr, log.data()));
|
||||
err() << "Failed to compile fragment shader:" << '\n' << log.data() << std::endl;
|
||||
glCheck(GLEXT_glDeleteObject(fragmentShader));
|
||||
glCheck(GLEXT_glDeleteObject(shaderProgram));
|
||||
if (!createAndAttachShader(GLEXT_GL_FRAGMENT_SHADER, "fragment", fragmentShaderCode))
|
||||
return false;
|
||||
}
|
||||
|
||||
// Attach the shader to the program, and delete it (not needed anymore)
|
||||
glCheck(GLEXT_glAttachObject(shaderProgram, fragmentShader));
|
||||
glCheck(GLEXT_glDeleteObject(fragmentShader));
|
||||
}
|
||||
|
||||
// Link the program
|
||||
glCheck(GLEXT_glLinkProgram(shaderProgram));
|
||||
|
Loading…
Reference in New Issue
Block a user