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authorrealtradam <[email protected]>2022-11-21 02:44:05 -0500
committerrealtradam <[email protected]>2022-11-21 02:44:05 -0500
commite413ffe66c404889a7607eaddb92f37bfaa56b69 (patch)
tree94e7a0a64e9d3c6850a425f5959d94ccecba784e /src/shader.cpp
parent1ddfb9865a985ebc140fb92467bf67cceca7683e (diff)
downloadOgle-e413ffe66c404889a7607eaddb92f37bfaa56b69.tar.gz
Ogle-e413ffe66c404889a7607eaddb92f37bfaa56b69.zip
abstracted shaders into a class
Diffstat (limited to 'src/shader.cpp')
-rw-r--r--src/shader.cpp110
1 files changed, 110 insertions, 0 deletions
diff --git a/src/shader.cpp b/src/shader.cpp
new file mode 100644
index 0000000..25b2fdc
--- /dev/null
+++ b/src/shader.cpp
@@ -0,0 +1,110 @@
+#include "shader.hpp"
+
+#include <string>
+#include <fstream>
+#include <sstream>
+#include <iostream>
+
+#include <glad/glad.h>
+
+Shader::Shader(const char* vertexPath, const char* fragmentPath)
+{
+ // 1. retrieve the vertex/fragment source code from filePath
+ std::string vertexCode;
+ std::string fragmentCode;
+ std::ifstream vShaderFile;
+ std::ifstream fShaderFile;
+ // ensure ifstream objects can throw exceptions:
+ vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ try
+ {
+ // open files
+ vShaderFile.open(vertexPath);
+ fShaderFile.open(fragmentPath);
+ std::stringstream vShaderStream, fShaderStream;
+ // read file's buffer contents into streams
+ vShaderStream << vShaderFile.rdbuf();
+ fShaderStream << fShaderFile.rdbuf();
+ // close file handlers
+ vShaderFile.close();
+ fShaderFile.close();
+ // convert stream into string
+ vertexCode = vShaderStream.str();
+ fragmentCode = fShaderStream.str();
+ }
+ catch(std::ifstream::failure e)
+ {
+ std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
+ }
+ const char* vShaderCode = vertexCode.c_str();
+ const char* fShaderCode = fragmentCode.c_str();
+
+ // 2. compile shaders
+ unsigned int vertex, fragment;
+ int success;
+ char infoLog[512];
+
+ // vertex Shader
+ vertex = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex, 1, &vShaderCode, NULL);
+ glCompileShader(vertex);
+ // print compile errors if any
+ glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
+ if(!success)
+ {
+ glGetShaderInfoLog(vertex, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
+ };
+
+ // fragment Shader
+ fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment, 1, &fShaderCode, NULL);
+ glCompileShader(fragment);
+ // print compile errors if any
+ glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
+ if(!success)
+ {
+ glGetShaderInfoLog(fragment, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
+ };
+ this->ID = glCreateProgram();
+ glAttachShader(ID, vertex);
+ glAttachShader(ID, fragment);
+ glLinkProgram(ID);
+ // print linking errors if any
+ glGetProgramiv(ID, GL_LINK_STATUS, &success);
+ if(!success)
+ {
+ glGetProgramInfoLog(ID, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
+ }
+
+ 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::set1f(const std::string &name, float value) const
+{
+ glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
+}
+
+void Shader::set4f(const std::string &name, float value0, float value1, float value2, float value3) const
+{
+ glUniform4f(glGetUniformLocation(ID, name.c_str()), value0, value1, value2, value3);
+}