Shader Class
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headers/shader.hpp
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22
headers/shader.hpp
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@ -0,0 +1,22 @@
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#ifndef SHADER_H
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#define SHADER_H
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#include <glad/glad.h>
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#include <string>
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class Shader {
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public:
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Shader(const char *vertexPath, const char *fragmentPath);
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~Shader();
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void use();
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void setInt(const std::string &name, int value);
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void setFloat(const std::string &name, float value);
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private:
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unsigned int ID;
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unsigned int shaderCMPL(GLenum type, const char *src);
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void shaderERR(unsigned int shader);
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unsigned int shaderProgramCMPL(const char *vertexSource,
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const char *fragmentSource);
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void shaderProgramERR(unsigned int shaderProgram);
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};
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#endif
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8
shaders/rgbPulseFrag.glsl
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8
shaders/rgbPulseFrag.glsl
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#version 330 core
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out vec4 FragColor;
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in vec3 color;
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uniform float u_time;
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void main()
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{
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FragColor = vec4(color,0.0)*(sin(u_time)/2.0+0.5);
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}
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9
shaders/rgbPulseVert.glsl
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9
shaders/rgbPulseVert.glsl
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec3 color;
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void main()
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{
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color = aColor;
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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70
src/main.cpp
70
src/main.cpp
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#include <cassert>
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#include <cassert>
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#include <iostream>
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#include <iostream>
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#include <shapes.h>
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#include <shapes.h>
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#include <shader.hpp>
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#define UNUSED(x) (void)(x)
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#define UNUSED(x) (void)(x)
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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unsigned int shaderCMPL(GLenum type, const char *src);
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void shaderERR(unsigned int shader);
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unsigned int shaderProgramCMPL(const char *vertexSource,
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const char *fragmentSource);
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void shaderProgramERR(unsigned int shaderProgram);
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int main(void) {
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int main(void) {
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int tmp = 0;
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int tmp = 0;
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@ -52,9 +49,7 @@ int main(void) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, GL_STATIC_DRAW);
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*/
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*/
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unsigned int shaderProgram =
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Shader* shaderProgram = new Shader("./shaders/rgbPulseVert.glsl","./shaders/rgbPulseFrag.glsl");
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shaderProgramCMPL(rgbVertexShaderSource, rgbPulseFragmentShaderSource);
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glUseProgram(shaderProgram);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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processInput(window);
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@ -62,9 +57,8 @@ int main(void) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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shaderProgram->use();
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GLint utime = glGetUniformLocation(shaderProgram, "u_time");
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shaderProgram->setFloat("u_time",glfwGetTime());
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glUniform1f(utime, glfwGetTime());
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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@ -74,6 +68,7 @@ int main(void) {
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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delete(shaderProgram);
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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@ -87,56 +82,3 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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UNUSED(window);
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UNUSED(window);
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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}
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}
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unsigned int shaderCMPL(GLenum type, const char *src) {
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unsigned int shader;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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return shader;
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}
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void shaderERR(unsigned int shader) {
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int success;
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char infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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}
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unsigned int shaderProgramCMPL(const char *vertexSource,
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const char *fragmentSource) {
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unsigned int vertexShader;
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vertexShader = shaderCMPL(GL_VERTEX_SHADER, vertexSource);
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shaderERR(vertexShader);
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unsigned int fragmentShader;
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fragmentShader = shaderCMPL(GL_FRAGMENT_SHADER, fragmentSource);
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shaderERR(fragmentShader);
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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shaderProgramERR(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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void shaderProgramERR(unsigned int shaderProgram) {
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int success;
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char infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::FAILED\n" << infoLog << std::endl;
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}
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}
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99
src/shader.cpp
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99
src/shader.cpp
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#include <fstream>
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#include <glad/glad.h>
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#include <iostream>
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#include <shader.hpp>
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#include <sstream>
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#include <string>
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/*pub*/
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Shader::Shader(const char *vertexPath, const char *fragmentPath) {
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std::string vertexCode, fragmentCode;
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std::ifstream vShaderFile, fShaderFile;
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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} catch (std::ifstream::failure &e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what()
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<< std::endl;
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}
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this->ID = shaderProgramCMPL(vertexCode.c_str(), fragmentCode.c_str());
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}
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Shader::~Shader() { glDeleteProgram(ID); }
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void Shader::use() { glUseProgram(ID); }
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void Shader::setInt(const std::string &name, int value) {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void Shader::setFloat(const std::string &name, float value) {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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/*priv*/
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unsigned int Shader::shaderCMPL(GLenum type, const char *src) {
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unsigned int shader;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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return shader;
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}
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void Shader::shaderERR(unsigned int shader) {
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int success;
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char infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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}
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unsigned int Shader::shaderProgramCMPL(const char *vertexSource,
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const char *fragmentSource) {
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unsigned int vertexShader;
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vertexShader = shaderCMPL(GL_VERTEX_SHADER, vertexSource);
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shaderERR(vertexShader);
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unsigned int fragmentShader;
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fragmentShader = shaderCMPL(GL_FRAGMENT_SHADER, fragmentSource);
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shaderERR(fragmentShader);
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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shaderProgramERR(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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void Shader::shaderProgramERR(unsigned int shaderProgram) {
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int success;
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char infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::FAILED\n" << infoLog << std::endl;
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}
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}
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