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shader.cpp
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215 lines (188 loc) · 7.2 KB
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#include "shader.h"
#include <fstream>
#include <iostream>
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open(vertexPath);
if (!vShaderFile.is_open()) {
std::cout << "ERROR::SHADER::CANNOT_OPEN_VERTEX_FILE: " << vertexPath << std::endl;
}
fShaderFile.open(fragmentPath);
if (!fShaderFile.is_open()) {
std::cout << "ERROR::SHADER::CANNOT_OPEN_FRAGMENT_FILE: " << fragmentPath << std::endl;
}
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ (" << vertexPath << ", " << fragmentPath << ")" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertex, fragment;
int success;
char infoLog[512];
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
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 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
};
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
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);
}
Shader::Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath)
{
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open(vertexPath);
if (!vShaderFile.is_open()) {
std::cout << "ERROR::SHADER::CANNOT_OPEN_VERTEX_FILE: " << vertexPath << std::endl;
}
fShaderFile.open(fragmentPath);
if (!fShaderFile.is_open()) {
std::cout << "ERROR::SHADER::CANNOT_OPEN_FRAGMENT_FILE: " << fragmentPath << std::endl;
}
gShaderFile.open(geometryPath);
if (!gShaderFile.is_open()) {
std::cout << "ERROR::SHADER::CANNOT_OPEN_GEOMETRY_FILE: " << geometryPath << std::endl;
}
std::stringstream vShaderStream, fShaderStream, gShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
gShaderStream << gShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
gShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
geometryCode = gShaderStream.str();
}
catch(std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
const char* gShaderCode = geometryCode.c_str();
unsigned int vertex, fragment, geometry;
int success;
char infoLog[512];
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
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 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
};
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry);
glGetShaderiv(geometry, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(geometry, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::GEOMETRY::COMPILATION_FAILED\n" << infoLog << std::endl;
};
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glAttachShader(ID, geometry);
glLinkProgram(ID);
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);
glDeleteShader(geometry);
}
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::setVec3(const std::string &name, glm::vec3 value) const{
glUniform3f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z);
}
void Shader::setVec4(const std::string &name, glm::vec4 value) const{
glUniform4f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z, value.w);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setMat3(const std::string &name, const glm::mat3 value) const{
int Loc = glGetUniformLocation(ID, name.c_str());
glUniformMatrix3fv(Loc, 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::setMat4(const std::string &name, const glm::mat4 value) const{
int Loc = glGetUniformLocation(ID, name.c_str());
glUniformMatrix4fv(Loc, 1, GL_FALSE, glm::value_ptr(value));
}