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#include "shader.hpp"

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

#include "glad/glad.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

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);
}

void Shader::setMatrix4fv(const std::string &name, glm::mat4 matrix)
{
	glUniformMatrix4fv(
			glGetUniformLocation(ID, name.c_str()),
			1,
			GL_FALSE,
			glm::value_ptr(matrix)
			);
}