133 lines
No EOL
3.6 KiB
C++
133 lines
No EOL
3.6 KiB
C++
#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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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader
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{
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public:
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// Compiled Shader Program ID
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unsigned int ID;
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Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode, fragmentCode;
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std::ifstream vertexFile, fragmentFile;
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std::cout << vertexPath << std::endl;
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vertexFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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fragmentFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// Open the files
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vertexFile.open(vertexPath);
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fragmentFile.open(fragmentPath);
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std::stringstream vertexStream, fragmentStream;
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// Save the contents to our streams
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vertexStream << vertexFile.rdbuf();
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fragmentStream << fragmentFile.rdbuf();
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// Close files
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vertexFile.close();
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fragmentFile.close();
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// Save the contents to our strings
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vertexCode = vertexStream.str();
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fragmentCode = fragmentStream.str();
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
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}
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const char* vertexShaderSource = vertexCode.c_str();
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const char* fragmentShaderSource = fragmentCode.c_str();
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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checkCompileErrors(vertexShader, "VERTEX");
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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checkCompileErrors(fragmentShader, "FRAGMENT");
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ID = glCreateProgram();
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glAttachShader(ID, vertexShader);
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glAttachShader(ID, fragmentShader);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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}
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void Use()
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{
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glUseProgram(ID);
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};
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// Setters
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setVec2(const std::string &name, float v0, float v1) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), v0, v1);
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}
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void setVec3(const std::string &name, float v0, float v1, float v2) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2);
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}
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void setVec4(const std::string &name, float v0, float v1, float v2, float v3) const
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2, v3);
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}
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private:
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void checkCompileErrors(unsigned int shader, std::string type)
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{
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int success;
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char infoLog[1024];
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if (type != "PROGRAM")
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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else
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{
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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}
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};
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#endif |