99 lines
3.3 KiB
Plaintext
99 lines
3.3 KiB
Plaintext
#ifndef SHADER_H
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#define SHADER_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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#include <GL/glew.h>
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class Shader
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{
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public:
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GLuint Program;
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// Constructor generates the shader on the fly
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Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
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{
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// 1. Retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// ensures ifstream objects can throw exceptions:
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vShaderFile.exceptions(std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::badbit);
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try
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{
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// Open files
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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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// Read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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// Convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.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_SUCCESFULLY_READ" << std::endl;
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}
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const GLchar* vShaderCode = vertexCode.c_str();
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const GLchar * fShaderCode = fragmentCode.c_str();
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// 2. Compile shaders
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GLuint vertex, fragment;
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GLint success;
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GLchar infoLog[512];
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// Vertex Shader
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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// Print compile errors if any
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Fragment Shader
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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// Print compile errors if any
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Shader Program
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this->Program = glCreateProgram();
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glAttachShader(this->Program, vertex);
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glAttachShader(this->Program, fragment);
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glLinkProgram(this->Program);
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// Print linking errors if any
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glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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// Delete the shaders as they're linked into our program now and no longer necessery
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// Uses the current shader
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void Use()
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{
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glUseProgram(this->Program);
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}
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};
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#endif
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