// // Created by BZLZHH on 2025/3/15. // #include "GL_Program.h" namespace MG_GL::GL { GLuint CreateShader(GLenum type) { MG_Util::Debug::LogD("glCreateShader, type: %s", MG_Util::Debug::GLEnumToString(type)); GLuint shader; GLenum result = MG_State::CreateShader(type, &shader); if (result == GL_NO_ERROR) { MG_Util::Debug::LogD("Created shader ID: %u", shader); return shader; } MG_State::SetError(result); MG_Util::Debug::LogE("Error creating shader: %s", MG_Util::Debug::GLEnumToString(result)); return 0; } GLuint CreateProgram() { MG_Util::Debug::LogD("glCreateProgram"); GLuint program; GLenum result = MG_State::CreateProgram(&program); if (result == GL_NO_ERROR) { MG_Util::Debug::LogD("Created program ID: %u", program); return program; } MG_State::SetError(result); MG_Util::Debug::LogE("Error creating program: %s", MG_Util::Debug::GLEnumToString(result)); return 0; } void DeleteShader(GLuint shader) { MG_Util::Debug::LogD("glDeleteShader, shader: %u", shader); GLenum result = MG_State::DeleteShader(shader); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error deleting shader: %s", MG_Util::Debug::GLEnumToString(result)); } void DeleteProgram(GLuint program) { MG_Util::Debug::LogD("glDeleteProgram, program: %u", program); GLenum result = MG_State::DeleteProgram(program); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error deleting program: %s", MG_Util::Debug::GLEnumToString(result)); } void AttachShader(GLuint program, GLuint shader) { MG_Util::Debug::LogD("glAttachShader, program: %u, shader: %u", program, shader); GLenum result = MG_State::LinkShaderToProgram(program, shader); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error attaching shader: %s", MG_Util::Debug::GLEnumToString(result)); } void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint* length) { MG_Util::Debug::LogD("glShaderSource, shader: %u, count: %d", shader, count); GLenum result = MG_State::UploadShaderSource(shader, count, (const GLchar **)string, length); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error setting shader source: %s", MG_Util::Debug::GLEnumToString(result)); } void CompileShader(GLuint shader) { MG_Util::Debug::LogD("glCompileShader, shader: %u", shader); GLenum result = MG_State::BuildShaderStage(shader); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error compiling shader: %s", MG_Util::Debug::GLEnumToString(result)); } void LinkProgram(GLuint program) { MG_Util::Debug::LogD("glLinkProgram, program: %u", program); GLenum result = MG_State::FinalizeProgramPipeline(program); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error linking program: %s", MG_Util::Debug::GLEnumToString(result)); } void UseProgram(GLuint program) { MG_Util::Debug::LogD("glUseProgram, program: %u", program); GLenum result = MG_State::ActivateRenderProgram(program); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error using program: %s", MG_Util::Debug::GLEnumToString(result)); } void BindAttribLocation(GLuint program, GLuint index, const GLchar* name) { MG_Util::Debug::LogD("glBindAttribLocation, program: %u, index: %u, name: %s", program, index, name); GLenum result = MG_State::DefineProgramAttributeBinding(program, index, name); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error binding attribute: %s", MG_Util::Debug::GLEnumToString(result)); } GLint GetAttribLocation(GLuint program, const GLchar* name) { MG_Util::Debug::LogD("glGetAttribLocation, program: %u, name: %s", program, name); GLint location = MG_State::QueryProgramAttributeBinding(program, name); if (location != -1) return location; MG_State::SetError(GL_INVALID_OPERATION); MG_Util::Debug::LogE("Attribute not found: %s", name); return -1; } GLint GetUniformLocation(GLuint program, const GLchar* name) { MG_Util::Debug::LogD("glGetUniformLocation, program: %u, name: %s", program, name); GLint location = MG_State::QueryProgramUniformLocation(program, name); if (location != -1) return location; MG_State::SetError(GL_INVALID_OPERATION); MG_Util::Debug::LogE("Uniform not found: %s", name); return -1; } void GetProgramiv(GLuint program, GLenum pname, GLint* params) { MG_Util::Debug::LogD("glGetProgramiv, program: %u, pname: %s", program, MG_Util::Debug::GLEnumToString(pname)); GLenum result = MG_State::QueryProgramStateIntVector(program, pname, params); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error getting program param: %s", MG_Util::Debug::GLEnumToString(result)); } void GetShaderiv(GLuint shader, GLenum pname, GLint* params) { MG_Util::Debug::LogD("glGetShaderiv, shader: %u, pname: %s", shader, MG_Util::Debug::GLEnumToString(pname)); GLenum result = MG_State::QueryShaderStateIntVector(shader, pname, params); if (result == GL_NO_ERROR) return; MG_State::SetError(result); MG_Util::Debug::LogE("Error getting shader param: %s", MG_Util::Debug::GLEnumToString(result)); } }