116 lines
3.9 KiB
C++
116 lines
3.9 KiB
C++
#include "ShaderLoader.h"
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#include <iostream>
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ShaderLoader::ShaderLoader(const char *vertexPath, const char *fragmentPath) {
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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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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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// 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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} catch (std::string e) {
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error.crash("Failed to read shaderfiles", e);
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}
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const char *vShaderCode = vertexCode.c_str();
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const char *fShaderCode = fragmentCode.c_str();
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// Compile shaders
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unsigned int vertex, fragment;
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int success;
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char 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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// Try to communicate errors if they exist
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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std::cout << infoLog << success << std::endl;
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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error.crash("Vertex shader compilation failed", infoLog);
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}
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// create fragment shader
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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// compile fragment shader
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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// https://learnopengl.com/Getting-started/Hello-Triangle
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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error.crash("Fragment shader compilation failed", infoLog);
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}
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// shader Program
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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// print linking errors if any
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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error.crash("Shader Linking failed", infoLog);
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}
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// delete the shaders as they're linked into our program now and no longer
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// necessary
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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void ShaderLoader::use() { glUseProgram(ID); }
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void ShaderLoader::setBool(const std::string &name, bool value) const {
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int uniformLocation = glGetUniformLocation(ID, name.c_str());
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glUniform1i(uniformLocation, (int)value);
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if (uniformLocation == -1)
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error.warn("Uniform location " + name + " not found");
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}
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void ShaderLoader::setInt(const std::string &name, int value) const {
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int uniformLocation = glGetUniformLocation(ID, name.c_str());
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glUniform1i(uniformLocation, value);
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if (uniformLocation == -1)
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error.warn("Uniform location " + name + " not found");
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}
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void ShaderLoader::setFloat(const std::string &name, float value) const {
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int uniformLocation = glGetUniformLocation(ID, name.c_str());
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glUniform1f(uniformLocation, value);
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if (uniformLocation == -1)
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error.warn("Uniform location " + name + " not found");
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}
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void ShaderLoader::setMat4(const std::string &name, glm::mat4 value) const {
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int uniformLocation = glGetUniformLocation(ID, name.c_str());
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glUniformMatrix4fv(uniformLocation, 1, GL_FALSE, &value[0][0]);
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if (uniformLocation == -1)
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error.warn("Uniform location " + name + " not found");
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}
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void ShaderLoader::setVec3(const std::string &name, glm::vec3 value) const {
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int uniformLocation = glGetUniformLocation(ID, name.c_str());
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glUniform3fv(uniformLocation, 1, glm::value_ptr(value));
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if (uniformLocation == -1)
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error.warn("Uniform location " + name + " not found");
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}
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