diff options
Diffstat (limited to 'src/shader.cpp')
| -rw-r--r-- | src/shader.cpp | 110 |
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); +} |
