111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
#include <fstream>
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#include <glad/glad.h>
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#include <glm/gtc/type_ptr.hpp>
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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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void Shader::setVec3(const std::string &name, glm::vec3 value) {
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1,
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glm::value_ptr(value));
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}
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void Shader::setMat4(const std::string &name, glm::mat4 value) {
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
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glm::value_ptr(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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