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-rw-r--r--src/Shader.h122
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diff --git a/src/Shader.h b/src/Shader.h
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+++ b/src/Shader.h
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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:
+ unsigned int ID;
+ // constructor generates the shader on the fly
+ // ------------------------------------------------------------------------
+ Shader(const char* vertexPath, const char* fragmentPath)
+ {
+ // 1. retrieve the vertex/fragment source code from filePath
+ std::string vertexCode;
+ std::string fragmentCode;
+ std::ifstream vShaderFile;
+ std::ifstream fShaderFile;
+ // ensure ifstream objects can throw exceptions:
+ vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ try
+ {
+ // open files
+ vShaderFile.open(vertexPath);
+ fShaderFile.open(fragmentPath);
+ std::stringstream vShaderStream, fShaderStream;
+ // read file's buffer contents into streams
+ vShaderStream << vShaderFile.rdbuf();
+ fShaderStream << fShaderFile.rdbuf();
+ // close file handlers
+ vShaderFile.close();
+ fShaderFile.close();
+ // convert stream into string
+ vertexCode = vShaderStream.str();
+ fragmentCode = fShaderStream.str();
+ }
+ catch (std::ifstream::failure& e)
+ {
+ std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
+ }
+ const char* vShaderCode = vertexCode.c_str();
+ const char * fShaderCode = fragmentCode.c_str();
+ // 2. compile shaders
+ unsigned int vertex, fragment;
+ // vertex shader
+ vertex = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex, 1, &vShaderCode, NULL);
+ glCompileShader(vertex);
+ checkCompileErrors(vertex, "VERTEX");
+ // fragment Shader
+ fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment, 1, &fShaderCode, NULL);
+ glCompileShader(fragment);
+ checkCompileErrors(fragment, "FRAGMENT");
+ // shader Program
+ ID = glCreateProgram();
+ glAttachShader(ID, vertex);
+ glAttachShader(ID, fragment);
+ glLinkProgram(ID);
+ checkCompileErrors(ID, "PROGRAM");
+ // delete the shaders as they're linked into our program now and no longer necessary
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
+ }
+ // activate the shader
+ // ------------------------------------------------------------------------
+ void use()
+ {
+ glUseProgram(ID);
+ }
+ // utility uniform functions
+ // ------------------------------------------------------------------------
+ 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);
+ }
+
+private:
+ // utility function for checking shader compilation/linking errors.
+ // ------------------------------------------------------------------------
+ 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