summaryrefslogtreecommitdiffhomepage
path: root/src/shader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/shader.cpp')
-rw-r--r--src/shader.cpp205
1 files changed, 104 insertions, 101 deletions
diff --git a/src/shader.cpp b/src/shader.cpp
index 5491d1f..56efa90 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -14,117 +14,120 @@
#include <sstream>
#include <iostream>
-Shader::Shader(const char* vertexPath, const char* fragmentPath)
+namespace Ogle
{
- // -- read shaders from file --
- 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
+ Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
- // 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();
+ // -- read shaders from file --
+ 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();
+
+ // -- 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);
+ 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);
+ glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
+ if(!success)
+ {
+ glGetShaderInfoLog(fragment, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
+ };
+
+ // linking shaders
+ this->ID = glCreateProgram();
+ glAttachShader(ID, vertex);
+ glAttachShader(ID, fragment);
+ glLinkProgram(ID);
+ glGetProgramiv(ID, GL_LINK_STATUS, &success);
+ if(!success)
+ {
+ glGetProgramInfoLog(ID, 512, NULL, infoLog);
+ std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
+ }
+
+ // cleanup uneeded pre-linked shaders
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
}
- 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();
-
- // -- 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);
- 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);
- glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
- if(!success)
- {
- glGetShaderInfoLog(fragment, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
- };
-
- // linking shaders
- this->ID = glCreateProgram();
- glAttachShader(ID, vertex);
- glAttachShader(ID, fragment);
- glLinkProgram(ID);
- glGetProgramiv(ID, GL_LINK_STATUS, &success);
- if(!success)
+
+ void Shader::use()
{
- glGetProgramInfoLog(ID, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
+ glUseProgram(ID);
}
- // cleanup uneeded pre-linked shaders
- glDeleteShader(vertex);
- glDeleteShader(fragment);
-}
-void Shader::use()
-{
- glUseProgram(ID);
-}
+ // -- various setters for shader uniforms --
+ void Shader::setBool(const std::string &name, bool value) const
+ {
+ glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
+ }
-// -- various setters for shader uniforms --
-
-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::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::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);
-}
+ 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);
+ }
-void Shader::setMatrix4fv(const std::string &name, glm::mat4 matrix)
-{
- glUniformMatrix4fv(
- glGetUniformLocation(ID, name.c_str()),
- 1,
- GL_FALSE,
- glm::value_ptr(matrix)
- );
+ void Shader::setMatrix4fv(const std::string &name, glm::mat4 matrix)
+ {
+ glUniformMatrix4fv(
+ glGetUniformLocation(ID, name.c_str()),
+ 1,
+ GL_FALSE,
+ glm::value_ptr(matrix)
+ );
+ }
}