diff options
Diffstat (limited to 'src/shader.cpp')
| -rw-r--r-- | src/shader.cpp | 205 |
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) + ); + } } |
