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shader.h
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shader.h
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#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
// Program ID
unsigned int ID;
Shader(const char* vertexShaderFilePath, const char* fragmentShaderFilePath)
{
std::string vertexCode;
std::string fragmentCode;
std::ifstream vertexShaderFile;
std::ifstream fragmentShaderFile;
vertexShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fragmentShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// Open the shader files
vertexShaderFile.open(vertexShaderFilePath);
fragmentShaderFile.open(fragmentShaderFilePath);
// Read the files into streams
std::stringstream vertexShaderStream, fragmentShaderStream;
vertexShaderStream << vertexShaderFile.rdbuf();
fragmentShaderStream << fragmentShaderFile.rdbuf();
// Close the files
vertexShaderFile.close();
fragmentShaderFile.close();
// Convert the streams into string
vertexCode = vertexShaderStream.str();
fragmentCode = fragmentShaderStream.str();
}
catch(std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vertexShaderCode = vertexCode.c_str();
const char* fragmentShaderCode = fragmentCode.c_str();
// COMPILE SHADERS
int success;
char infoLog[512];
// Vertex Shader
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderCode, NULL);
glCompileShader(vertexShader);
// -- CHECK SHADER COMPILED PROPERLY
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderCode, NULL);
glCompileShader(fragmentShader);
// -- CHECK SHADER COMPILED PROPERLY
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Shader program
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
// -- CHECK PROGRAM COMPILED PROPERLY
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// -- Delete shaders after compiling
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
};
void use()
{
glUseProgram(ID);
};
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
};
void setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
};
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
};
void setMat4(const std::string &name, glm::mat4 value) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
};
};
#endif