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Shader.cpp
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#include <fstream>
#include <sstream>
#include <iostream>
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
Shader::Shader(const char *vsPath, const char *fsPath) {
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vsPath);
fShaderFile.open(fsPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
} catch (std::ifstream::failure& e) {
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vsCode = vertexCode.c_str();
const char* fsCode = fragmentCode.c_str();
unsigned int vertex, fragment;
// Vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vsCode, nullptr);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// Fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fsCode, nullptr);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::use() {
glUseProgram(ID);
}
void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setMat4(const std::string &name, glm::mat4 value) const {
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::checkCompileErrors(unsigned int shader, const std::string& type) {
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cerr << "ERROR::SHADER_COMPILATION_ERROR of type: "
<< type << "\n" << infoLog <<
"\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cerr << "ERROR::PROGRAM_LINKING_ERROR of type: "
<< type << "\n" << infoLog <<
"\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
void Shader::setVec3(const std::string &name, const glm::vec3 &value) const {
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, glm::value_ptr(value));
}