280 lines
5.8 KiB
C++
280 lines
5.8 KiB
C++
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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#ifndef OPENGLHELPERS_H
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#define OPENGLHELPERS_H
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// System headers
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//
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#include <functional>
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#include <list>
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#include <sstream>
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// Library headers
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//
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#include "k4aimgui_all.h"
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// Project headers
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//
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namespace k4aviewer
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{
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namespace OpenGL
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{
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class Shader
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{
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public:
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Shader(GLenum shaderType, const GLchar *source)
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{
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m_id = glCreateShader(shaderType);
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glShaderSource(m_id, 1, &source, nullptr);
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glCompileShader(m_id);
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GLint success = GL_FALSE;
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char infoLog[512];
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glGetShaderiv(m_id, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(m_id, 512, nullptr, infoLog);
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std::stringstream errorBuilder;
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errorBuilder << "Shader compilation error: " << std::endl << infoLog;
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throw std::logic_error(errorBuilder.str().c_str());
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}
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}
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Shader(Shader &&other) : m_id(other.m_id)
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{
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other.m_id = 0;
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}
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Shader &operator=(Shader &&other)
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{
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if (this != &other)
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{
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m_id = other.m_id;
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other.m_id = 0;
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}
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return *this;
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}
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GLuint Id()
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{
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return m_id;
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}
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~Shader()
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{
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glDeleteShader(m_id);
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}
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Shader(const Shader &) = delete;
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Shader &operator=(const Shader &) = delete;
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private:
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GLuint m_id = 0;
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};
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class Program
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{
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public:
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Program()
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{
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m_id = glCreateProgram();
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}
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void AttachShader(Shader &&newShader)
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{
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glAttachShader(m_id, newShader.Id());
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m_shaders.emplace_back(std::move(newShader));
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}
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void Link()
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{
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glLinkProgram(m_id);
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GLint success = GL_FALSE;
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char infoLog[512];
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glGetProgramiv(m_id, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(m_id, 512, nullptr, infoLog);
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std::stringstream errorBuilder;
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errorBuilder << "Shader program linking error: " << std::endl << infoLog;
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throw std::logic_error(errorBuilder.str().c_str());
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}
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}
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GLint GetUniformLocation(const GLchar *name)
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{
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return glGetUniformLocation(m_id, name);
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}
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GLuint Id()
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{
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return m_id;
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}
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~Program()
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{
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// Reset the active shader if we're about to delete it
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//
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GLint currentProgramId;
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgramId);
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if (m_id == static_cast<GLuint>(currentProgramId))
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{
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glUseProgram(0);
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}
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glDeleteProgram(m_id);
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}
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Program(const Program &) = delete;
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Program &operator=(const Program &) = delete;
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private:
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GLuint m_id = 0;
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std::list<Shader> m_shaders;
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};
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namespace Internal
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{
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// Shaders and programs are a little weird, but other than those,
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// most OpenGL types have more-or-less the same create/delete pattern,
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// so we have a common wrapper to get RAII semantics for those
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//
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template<void (*createFn)(GLsizei, GLuint *), void (*deleteFn)(GLsizei, GLuint *)> class BasicWrapper
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{
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public:
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BasicWrapper() = default;
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// Convenience constructor to automatically init the OpenGL object
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//
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BasicWrapper(bool init)
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{
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if (init)
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{
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Init();
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}
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}
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GLuint Id() const
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{
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return m_id;
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}
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operator bool() const
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{
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return m_id != 0;
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}
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void Init()
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{
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Reset();
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createFn(1, &m_id);
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}
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void Reset(BasicWrapper &&other)
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{
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Reset();
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m_id = other.m_id;
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other.Reset();
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}
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void Reset()
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{
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if (m_id != 0)
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{
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deleteFn(1, &m_id);
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m_id = 0;
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}
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}
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BasicWrapper(BasicWrapper &&other)
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{
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Reset(std::move(other));
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}
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BasicWrapper &operator=(BasicWrapper &&other)
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{
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Reset(std::move(other));
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return *this;
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}
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~BasicWrapper()
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{
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Reset();
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}
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BasicWrapper(const BasicWrapper &) = delete;
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BasicWrapper &operator=(const BasicWrapper &) = delete;
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private:
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GLuint m_id = 0;
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};
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// The OpenGL functions exported by GL3W are not actually functions,
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// they're macros, so we need to wrap them in functions so we can pass them as
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// template args to BasicWrapper.
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//
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inline void GenBuffers(GLsizei n, GLuint *buffers)
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{
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glGenBuffers(n, buffers);
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}
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inline void DeleteBuffers(GLsizei n, GLuint *buffers)
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{
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glDeleteBuffers(n, buffers);
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}
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inline void GenVertexArrays(GLsizei n, GLuint *vertexArrays)
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{
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glGenVertexArrays(n, vertexArrays);
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}
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inline void DeleteVertexArrays(GLsizei n, GLuint *vertexArrays)
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{
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glDeleteVertexArrays(n, vertexArrays);
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}
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inline void GenFramebuffers(GLsizei n, GLuint *framebuffers)
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{
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glGenFramebuffers(n, framebuffers);
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}
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inline void DeleteFramebuffers(GLsizei n, GLuint *framebuffers)
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{
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glDeleteFramebuffers(n, framebuffers);
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}
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inline void GenRenderbuffers(GLsizei n, GLuint *renderbuffers)
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{
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glGenRenderbuffers(n, renderbuffers);
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}
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inline void DeleteRenderbuffers(GLsizei n, GLuint *renderbuffers)
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{
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glDeleteRenderbuffers(n, renderbuffers);
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}
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inline void GenTextures(GLsizei n, GLuint *textures)
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{
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glGenTextures(n, textures);
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}
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inline void DeleteTextures(GLsizei n, GLuint *textures)
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{
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glDeleteTextures(n, textures);
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}
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} // namespace Internal
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using Buffer = Internal::BasicWrapper<Internal::GenBuffers, Internal::DeleteBuffers>;
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using VertexArray = Internal::BasicWrapper<Internal::GenVertexArrays, Internal::DeleteVertexArrays>;
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using Framebuffer = Internal::BasicWrapper<Internal::GenFramebuffers, Internal::DeleteFramebuffers>;
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using Renderbuffer = Internal::BasicWrapper<Internal::GenRenderbuffers, Internal::DeleteRenderbuffers>;
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using Texture = Internal::BasicWrapper<Internal::GenTextures, Internal::DeleteTextures>;
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} // namespace OpenGL
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} // namespace k4aviewer
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#endif |