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Claire Schwarzer 2026-01-26 00:12:49 +01:00
commit 74f7fb4aea
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Engine/engine/shader.h Normal file
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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:
// Compiled Shader Program ID
unsigned int ID;
Shader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode, fragmentCode;
std::ifstream vertexFile, fragmentFile;
std::cout << vertexPath << std::endl;
vertexFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fragmentFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// Open the files
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);
std::stringstream vertexStream, fragmentStream;
// Save the contents to our streams
vertexStream << vertexFile.rdbuf();
fragmentStream << fragmentFile.rdbuf();
// Close files
vertexFile.close();
fragmentFile.close();
// Save the contents to our strings
vertexCode = vertexStream.str();
fragmentCode = fragmentStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vertexShaderSource = vertexCode.c_str();
const char* fragmentShaderSource = fragmentCode.c_str();
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
checkCompileErrors(vertexShader, "VERTEX");
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
checkCompileErrors(fragmentShader, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Use()
{
glUseProgram(ID);
};
// Setters
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)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 setVec2(const std::string &name, float v0, float v1) const
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), v0, v1);
}
void setVec3(const std::string &name, float v0, float v1, float v2) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2);
}
void setVec4(const std::string &name, float v0, float v1, float v2, float v3) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2, v3);
}
private:
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif