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Shader.cpp
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111 lines (93 loc) · 3.84 KB
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#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include "Shader.h"
Shader::Shader(const char* vertexPath, const char* fragmentPath){
ID = 0;
std::ifstream VertexFile(vertexPath);
std::ifstream FragmentFile(fragmentPath);
if (!VertexFile.is_open()||!FragmentFile.is_open()) {
std::cout << "Error open vertex or fragment shaders files!!!\n";
}
else {
std::stringstream sVertexStream, sFragmentStream;
// read file's buffer contents into streams
sVertexStream << VertexFile.rdbuf();
sFragmentStream << FragmentFile.rdbuf();
VertexFile.close();
FragmentFile.close();
std::string sVertex = sVertexStream.str(), sFragment = sFragmentStream.str();
const char* VertexCode = sVertex.c_str(); //???????
const char* FragmentCode = sFragment.c_str(); //???????
//--------------------------------------------------------------------------------------
unsigned int vertex, fragment; //id object buffers
int success; //indication
char infoLogBuff[512];
// make vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &VertexCode, NULL);
glCompileShader(vertex);
//------------------ print compile errors if any ------------------------
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLogBuff);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLogBuff << std::endl;
}
// make fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &FragmentCode, NULL);
glCompileShader(fragment);
//-------------------- print compile errors if any ------------------------
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLogBuff);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLogBuff << std::endl;
}
//---------------------------------------------------------------------------------
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, infoLogBuff);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLogBuff << std::endl;
}
//delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
}
void Shader::use(){
glUseProgram(ID);
}
void Shader::setBool(const std::string& name, bool value) const {
GLint buff = glGetUniformLocation(ID, name.c_str());
if(buff != -1){
glUniform1i(buff, (int)value);
}
else {
std::cout << "Error, could not find \"" << name << "\" in shader programs!\n";
}
}
void Shader::setInt(const std::string& name, int value) const {
GLint buff = glGetUniformLocation(ID, name.c_str());
if(buff != -1){
glUniform1i(buff, value);
}
else {
std::cout << "Error, could not find \"" << name << "\" in shader programs!\n";
}
}
void Shader::setFloat(const std::string& name, float value) const {
GLint buff = glGetUniformLocation(ID, name.c_str());
if(buff != -1){
glUniform1f(buff, value);
}
else {
std::cout << "Error, could not find \"" << name << "\" in shader programs!\n";
}
}