Initial lua API
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This commit is contained in:
Shylie 2024-05-29 18:53:47 -04:00
parent 844e1b6c7a
commit 939fea0fa7
9 changed files with 264 additions and 34 deletions

3
.gitmodules vendored
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@ -1,3 +1,6 @@
[submodule "glfw"] [submodule "glfw"]
path = glfw path = glfw
url = https://git.shylie.info/shylie/glfw.git url = https://git.shylie.info/shylie/glfw.git
[submodule "Lua"]
path = Lua
url = https://git.shylie.info/shylie/Lua.git

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@ -15,11 +15,13 @@ set(GLERMINAL_CELL_SCALE 4 CACHE STRING "")
configure_file(source/glerminal-config.h.in glerminal-config.h @ONLY) configure_file(source/glerminal-config.h.in glerminal-config.h @ONLY)
add_subdirectory(glfw) add_subdirectory(glfw)
add_subdirectory(Lua)
add_library(glerminal STATIC add_library(glerminallib STATIC
${CMAKE_CURRENT_BINARY_DIR}/glerminal-config.h ${CMAKE_CURRENT_BINARY_DIR}/glerminal-config.h
include/glerminal.h include/glerminal.h
source/stb_image.h
source/glerminal-private.h source/glerminal-private.h
source/glerminal.cpp source/glerminal.cpp
@ -28,12 +30,12 @@ add_library(glerminal STATIC
source/glad.c source/glad.c
) )
set_target_properties(glerminal set_target_properties(glerminallib
PROPERTIES PROPERTIES
CXX_STANDARD 11 CXX_STANDARD 11
) )
target_include_directories(glerminal target_include_directories(glerminallib
PUBLIC PUBLIC
include include
${CMAKE_CURRENT_BINARY_DIR} ${CMAKE_CURRENT_BINARY_DIR}
@ -41,12 +43,12 @@ target_include_directories(glerminal
source source
) )
target_link_libraries(glerminal target_link_libraries(glerminallib
PRIVATE PUBLIC
glfw glfw
) )
target_compile_definitions(glerminal target_compile_definitions(glerminallib
PUBLIC PUBLIC
GLERMINAL_VERSION=${PROJECT_VERSION} GLERMINAL_VERSION=${PROJECT_VERSION}
GLERMINAL_VERSION_MAJOR=${PROJECT_VERSION_MAJOR} GLERMINAL_VERSION_MAJOR=${PROJECT_VERSION_MAJOR}
@ -55,12 +57,22 @@ target_compile_definitions(glerminal
) )
if (MSVC) if (MSVC)
target_link_options(glerminal target_link_options(glerminallib
PUBLIC PUBLIC
"/ENTRY:mainCRTStartup" "/ENTRY:mainCRTStartup"
) )
endif() endif()
add_executable(glerminal WIN32
source/glerminal-main.cpp
)
target_link_libraries(glerminal
PRIVATE
glerminallib
lua_static
)
if (PROJECT_IS_TOP_LEVEL) if (PROJECT_IS_TOP_LEVEL)
add_subdirectory(examples examples) add_subdirectory(examples examples)
endif() endif()

1
Lua Submodule

@ -0,0 +1 @@
Subproject commit 88246d621abf7b6fba9332f49229d507f020e450

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@ -12,10 +12,12 @@ file(GLOB_RECURSE
foreach(RESOURCE_FILE ${EXAMPLE_RESOURCES}) foreach(RESOURCE_FILE ${EXAMPLE_RESOURCES})
add_custom_command( add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE} OUTPUT
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/${RESOURCE_FILE}
${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE} ${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
COMMAND
${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/${RESOURCE_FILE}
${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
DEPENDS DEPENDS
${CMAKE_CURRENT_SOURCE_DIR}/${RESOURCE_FILE} ${CMAKE_CURRENT_SOURCE_DIR}/${RESOURCE_FILE}
) )
@ -34,5 +36,5 @@ list(TRANSFORM EXAMPLE_RESOURCES PREPEND ${CMAKE_CURRENT_BINARY_DIR}/)
foreach(SOURCE_FILE ${EXAMPLE_SOURCES}) foreach(SOURCE_FILE ${EXAMPLE_SOURCES})
get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE) get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
add_executable(${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${EXAMPLE_RESOURCES}) add_executable(${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${EXAMPLE_RESOURCES})
target_link_libraries(${SOURCE_FILENAME} PRIVATE glerminal) target_link_libraries(${SOURCE_FILENAME} PRIVATE glerminallib)
endforeach() endforeach()

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@ -0,0 +1,29 @@
local time = 0
function glerminal.init()
if not glerminal.sprites('sprites.png') then
print('failed to load sprites')
end
for i = 1, 40 do
for j = 1, 25 do
glerminal.set(i, j, 1, 2)
end
end
glerminal.tint(1, 0xA0FFFFFF)
glerminal.flush()
end
function glerminal.main(dt)
time = time + dt / 2
for i = 1, 40 do
for j = 1, 25 do
glerminal.offset(i, j, 1, math.cos(time * i / math.pi), math.sin(time * j / math.pi))
end
end
glerminal.flush()
end

BIN
lua-examples/basic/sprites.png (Stored with Git LFS) Normal file

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163
source/glerminal-main.cpp Normal file
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@ -0,0 +1,163 @@
#include <glerminal.h>
extern "C"
{
#include <lualib.h>
#include <lauxlib.h>
}
#include <iostream>
#ifdef _WIN32
#define WINDOWS_LEAN_AND_MEAN
#include <Windows.h>
#define CHANGE_WORKING_DIRECTORY(path) !(SetCurrentDirectory(path))
#else
#include <unistd.h>
#define CHANGE_WORKING_DIRECTORY(path) chdir(path)
#endif
namespace
{
int lglerminal_quit(lua_State* L)
{
glerminal_quit();
return 0;
}
int lglerminal_flush(lua_State* L)
{
glerminal_flush();
return 0;
}
int lglerminal_set(lua_State* L)
{
const unsigned char x = luaL_checkinteger(L, 1) - 1;
const unsigned char y = luaL_checkinteger(L, 2) - 1;
const unsigned char layer = luaL_checkinteger(L, 3) - 1;
const unsigned char sprite = luaL_checkinteger(L, 4) - 1;
glerminal_set(x, y, layer, sprite);
return 0;
}
int lglerminal_get(lua_State* L)
{
const unsigned char x = luaL_checkinteger(L, 1) - 1;
const unsigned char y = luaL_checkinteger(L, 2) - 1;
const unsigned char layer = luaL_checkinteger(L, 3) - 1;
lua_pushnumber(L, glerminal_get(x, y, layer) + 1);
return 1;
}
int lglerminal_offset(lua_State* L)
{
const unsigned char x = luaL_checkinteger(L, 1) - 1;
const unsigned char y = luaL_checkinteger(L, 2) - 1;
const unsigned char layer = luaL_checkinteger(L, 3) - 1;
const float ox = luaL_checknumber(L, 4);
const float oy = luaL_checknumber(L, 5);
glerminal_offset(x, y, layer, ox, oy);
return 0;
}
int lglerminal_layer_color(lua_State* L)
{
const unsigned char layer = luaL_checkinteger(L, 1) - 1;
const unsigned int color = luaL_checkinteger(L, 2);
glerminal_layer_color(layer, color);
return 0;
}
int lglerminal_layer_scale(lua_State* L)
{
const unsigned char layer = luaL_checkinteger(L, 1) - 1;
const float scale = luaL_checknumber(L, 2);
glerminal_layer_scale(layer, scale);
return 0;
}
int lglerminal_load_sprites_file(lua_State* L)
{
const char* path = luaL_checkstring(L, 1);
lua_pushboolean(L, glerminal_load_sprites_file(path));
return 1;
}
const luaL_Reg lglerminal_methods[] =
{
{ "quit", lglerminal_quit },
{ "flush", lglerminal_flush },
{ "set", lglerminal_set },
{ "get", lglerminal_get },
{ "offset", lglerminal_offset },
{ "tint", lglerminal_layer_color },
{ "scale", lglerminal_layer_scale },
{ "sprites", lglerminal_load_sprites_file },
{ nullptr, nullptr }
};
lua_State* L;
void init()
{
lua_getglobal(L, "glerminal");
lua_getfield(L, -1, "init");
lua_remove(L, -2);
if (lua_pcall(L, 0, 0, 0) != LUA_OK)
{
// ignore error for now
lua_remove(L, -1);
}
}
void mainloop(float dt)
{
lua_getglobal(L, "glerminal");
lua_getfield(L, -1, "main");
lua_remove(L, -2);
lua_pushnumber(L, dt);
if (lua_pcall(L, 1, 0, 0) != LUA_OK)
{
// ignore error for now
lua_remove(L, -1);
}
}
}
int main(int argc, char** argv)
{
if (argc == 1)
{
std::cout << "Usage: " << argv[0] << " <project directory>" << std::endl;
return 0;
}
if (CHANGE_WORKING_DIRECTORY(argv[1]))
{
std::cout << "Failed to find project directory" << std::endl;
return 1;
}
L = luaL_newstate();
luaL_openlibs(L);
luaL_newlib(L, lglerminal_methods);
lua_setglobal(L, "glerminal");
luaL_dofile(L, "main.lua");
glerminal_run(init, mainloop);
lua_close(L);
return 0;
}

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@ -35,9 +35,14 @@ namespace
"{\n" "{\n"
" float scales[];\n" " float scales[];\n"
"} lss;\n" "} lss;\n"
"layout (std430, binding = 1) buffer LayerColors"
"{\n"
" vec4 colors[];\n"
"} lcs;\n"
"out VS_OUT {\n" "out VS_OUT {\n"
" flat int sprite;\n" " flat int sprite;\n"
" flat int layer;\n" " flat int layer;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
"} vs_out;\n" "} vs_out;\n"
"void main()\n" "void main()\n"
@ -46,6 +51,7 @@ namespace
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n" " vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.sprite = sprite;\n" " vs_out.sprite = sprite;\n"
" vs_out.layer = layer;\n" " vs_out.layer = layer;\n"
" vs_out.layer_color = lcs.colors[layer];\n"
" vs_out.texcoord = vec2(position.x + 1, -position.y);\n" " vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n" " vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n" " vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
@ -65,8 +71,13 @@ namespace
"{\n" "{\n"
" float scales[];\n" " float scales[];\n"
"} lss;\n" "} lss;\n"
"layout (std430, binding = 1) buffer LayerColors"
"{\n"
" vec4 colors[];\n"
"} lcs;\n"
"out VS_OUT {\n" "out VS_OUT {\n"
" flat int sprite;\n" " flat int sprite;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
"} vs_out;\n" "} vs_out;\n"
"void main()\n" "void main()\n"
@ -76,6 +87,7 @@ namespace
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n" " vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.sprite = sprite;\n" " vs_out.sprite = sprite;\n"
" vs_out.texcoord = vec2(position.x + 1, -position.y);\n" " vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
" vs_out.layer_color = lcs.colors[layer];\n"
" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n" " vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n" " vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
" gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n" " gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n"
@ -91,25 +103,30 @@ namespace
"in VS_OUT {\n" "in VS_OUT {\n"
" flat int sprite;\n" " flat int sprite;\n"
" flat int layer;\n" " flat int layer;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
"} gs_in[];\n" "} gs_in[];\n"
"flat out int sprite;\n" "flat out int sprite;\n"
"flat vec4 layer_color;\n"
"out vec2 texcoord;\n" "out vec2 texcoord;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Layer = gs_in[0].layer;\n" " gl_Layer = gs_in[0].layer;\n"
" gl_Position = gl_in[0].gl_Position;\n" " gl_Position = gl_in[0].gl_Position;\n"
" sprite = gs_in[0].sprite;\n" " sprite = gs_in[0].sprite;\n"
" layer_color = gs_in[0].layer_color;\n"
" texcoord = gs_in[0].texcoord;\n" " texcoord = gs_in[0].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" gl_Layer = gs_in[1].layer;\n" " gl_Layer = gs_in[1].layer;\n"
" gl_Position = gl_in[1].gl_Position;\n" " gl_Position = gl_in[1].gl_Position;\n"
" sprite = gs_in[1].sprite;\n" " sprite = gs_in[1].sprite;\n"
" layer_color = gs_in[1].layer_color;\n"
" texcoord = gs_in[1].texcoord;\n" " texcoord = gs_in[1].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" gl_Layer = gs_in[2].layer;\n" " gl_Layer = gs_in[2].layer;\n"
" gl_Position = gl_in[2].gl_Position;\n" " gl_Position = gl_in[2].gl_Position;\n"
" sprite = gs_in[2].sprite;\n" " sprite = gs_in[2].sprite;\n"
" layer_color = gs_in[2].layer_color;\n"
" texcoord = gs_in[2].texcoord;\n" " texcoord = gs_in[2].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" EndPrimitive();\n" " EndPrimitive();\n"
@ -119,13 +136,14 @@ namespace
constexpr char FRAGMENT_SHADER_SOURCE[] = constexpr char FRAGMENT_SHADER_SOURCE[] =
"#version 450 core\n" "#version 450 core\n"
"in vec2 texcoord;\n"
"flat in int sprite;\n" "flat in int sprite;\n"
"flat vec4 layer_color;\n"
"in vec2 texcoord;\n"
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n" "layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
"out vec4 FragColor;\n" "out vec4 FragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n" " FragColor = layer_color * texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
"}"; "}";
// note: AMD_vertex_shader_layer support required // note: AMD_vertex_shader_layer support required
@ -133,13 +151,14 @@ namespace
"#version 450 core\n" "#version 450 core\n"
"in VS_OUT {\n" "in VS_OUT {\n"
" flat int sprite;\n" " flat int sprite;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
"} fs_in;\n" "} fs_in;\n"
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n" "layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
"out vec4 FragColor;\n" "out vec4 FragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(fs_in.texcoord, fs_in.sprite));\n" " FragColor = fs_in.layer_color * texture(" SPRITES_UNIFORM_NAME ", vec3(fs_in.texcoord, fs_in.sprite));\n"
"}"; "}";
constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE; constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
@ -161,10 +180,6 @@ namespace
"#version 450 core\n" "#version 450 core\n"
"in vec2 texcoord;\n" "in vec2 texcoord;\n"
"layout (binding = 1) uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n" "layout (binding = 1) uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
"layout (std430, binding = 1) buffer LayerColors"
"{\n"
" vec4 colors[];\n"
"} lcs;\n"
"uniform int " LAYER_COUNT_UNIFORM_NAME ";\n" "uniform int " LAYER_COUNT_UNIFORM_NAME ";\n"
"out vec4 FragColor;\n" "out vec4 FragColor;\n"
"void main()\n" "void main()\n"
@ -172,7 +187,7 @@ namespace
" vec3 current_color = vec3(0);\n" " vec3 current_color = vec3(0);\n"
" for (int i = 0; i < " LAYER_COUNT_UNIFORM_NAME "; i++)\n" " for (int i = 0; i < " LAYER_COUNT_UNIFORM_NAME "; i++)\n"
" {\n" " {\n"
" vec4 texsample = lcs.colors[i] * texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n" " vec4 texsample = texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
" current_color = mix(current_color, texsample.rgb, texsample.a);\n" " current_color = mix(current_color, texsample.rgb, texsample.a);\n"
" }\n" " }\n"
" FragColor = vec4(current_color, 1);\n" " FragColor = vec4(current_color, 1);\n"
@ -222,6 +237,8 @@ namespace glerminal
GLERMINAL_G = this; GLERMINAL_G = this;
init(); init();
glerminal_flush();
} }
glerminal::~glerminal() glerminal::~glerminal()
@ -527,8 +544,8 @@ namespace glerminal
glDeleteShader(geometry_shader); glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader."); log(GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Could not compile vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log); log(GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, info_log);
throw std::runtime_error("Could not compile vertex shader."); throw std::runtime_error("Could not compile vertex shader.");
} }
@ -541,8 +558,8 @@ namespace glerminal
glDeleteShader(geometry_shader); glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader."); log(GL_DEBUG_TYPE_ERROR, 1, GL_DEBUG_SEVERITY_HIGH, "Could not compile geometry shader.");
log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log); log(GL_DEBUG_TYPE_ERROR, 1, GL_DEBUG_SEVERITY_HIGH, info_log);
throw std::runtime_error("Could not compile geometry shader."); throw std::runtime_error("Could not compile geometry shader.");
} }
@ -555,8 +572,8 @@ namespace glerminal
glDeleteShader(geometry_shader); glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader."); log(GL_DEBUG_TYPE_ERROR, 2, GL_DEBUG_SEVERITY_HIGH, "Could not compile fragment shader.");
log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log); log(GL_DEBUG_TYPE_ERROR, 2, GL_DEBUG_SEVERITY_HIGH, info_log);
throw std::runtime_error("Could not compile fragment shader."); throw std::runtime_error("Could not compile fragment shader.");
} }
@ -582,8 +599,8 @@ namespace glerminal
glDeleteProgram(m_program); glDeleteProgram(m_program);
log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program."); log(GL_DEBUG_TYPE_ERROR, 3, GL_DEBUG_SEVERITY_HIGH, "Could not link shader program.");
log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log); log(GL_DEBUG_TYPE_ERROR, 3, GL_DEBUG_SEVERITY_HIGH, info_log);
throw std::runtime_error("Could not link shader program."); throw std::runtime_error("Could not link shader program.");
} }
@ -611,8 +628,8 @@ namespace glerminal
glDeleteShader(screen_vertex_shader); glDeleteShader(screen_vertex_shader);
glDeleteShader(screen_fragment_shader); glDeleteShader(screen_fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader."); log(GL_DEBUG_TYPE_ERROR, 4, GL_DEBUG_SEVERITY_HIGH, "Could not compile screen vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log); log(GL_DEBUG_TYPE_ERROR, 4, GL_DEBUG_SEVERITY_HIGH, info_log);
throw std::runtime_error("Could not compile screen vertex shader."); throw std::runtime_error("Could not compile screen vertex shader.");
} }
@ -624,8 +641,8 @@ namespace glerminal
glDeleteShader(screen_vertex_shader); glDeleteShader(screen_vertex_shader);
glDeleteShader(screen_fragment_shader); glDeleteShader(screen_fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader."); log(GL_DEBUG_TYPE_ERROR, 5, GL_DEBUG_SEVERITY_HIGH, "Could not compile screen fragment shader.");
log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log); log(GL_DEBUG_TYPE_ERROR, 5, GL_DEBUG_SEVERITY_HIGH, info_log);
throw std::runtime_error("Could not compile screen fragment shader."); throw std::runtime_error("Could not compile screen fragment shader.");
} }
@ -643,8 +660,8 @@ namespace glerminal
{ {
glDeleteProgram(m_screen_program); glDeleteProgram(m_screen_program);
log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program."); log(GL_DEBUG_TYPE_ERROR, 6, GL_DEBUG_SEVERITY_HIGH, "Could not link screen shader program.");
log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log); log(GL_DEBUG_TYPE_ERROR, 6, GL_DEBUG_SEVERITY_HIGH, info_log);
throw std::runtime_error("Could not link screen shader program."); throw std::runtime_error("Could not link screen shader program.");
} }

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@ -52,5 +52,5 @@ list(TRANSFORM TEST_RESOURCES PREPEND ${CMAKE_CURRENT_BINARY_DIR}/)
foreach(SOURCE_FILE ${TEST_SOURCES}) foreach(SOURCE_FILE ${TEST_SOURCES})
get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE) get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
add_executable(test-${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${TEST_RESOURCES}) add_executable(test-${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${TEST_RESOURCES})
target_link_libraries(test-${SOURCE_FILENAME} PRIVATE glerminal test-common) target_link_libraries(test-${SOURCE_FILENAME} PRIVATE glerminallib test-common)
endforeach() endforeach()