// Shader.cpp #include "Shader.h" #include #include #include #include // For glm::value_ptr // Constructor implementations Shader::Shader() : ID(0) {} Shader::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::cerr << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl; } const char* vShaderCode = vertexCode.c_str(); const char * fShaderCode = fragmentCode.c_str(); // 2. Compile shaders GLuint vertex, fragment; GLint success; GLchar infoLog[512]; // Vertex Shader vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); // Print compile errors if any glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); if(!success) { glGetShaderInfoLog(vertex, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // Fragment Shader fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); // Print compile errors if any glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); if(!success) { glGetShaderInfoLog(fragment, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // Shader Program ID = glCreateProgram(); glAttachShader(ID, vertex); glAttachShader(ID, fragment); glLinkProgram(ID); // Print linking errors if any glGetProgramiv(ID, GL_LINK_STATUS, &success); if(!success) { glGetProgramInfoLog(ID, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } // Delete the shaders as they're linked into our program now and no longer necessary glDeleteShader(vertex); glDeleteShader(fragment); } Shader::~Shader() { glDeleteProgram(ID); } void Shader::Use() { glUseProgram(ID); } GLint Shader::GetUniformLocation(const std::string &name) const { // Check if the location is already cached if (uniformLocationCache.find(name) != uniformLocationCache.end()) return uniformLocationCache.at(name); // Otherwise, query it GLint location = glGetUniformLocation(ID, name.c_str()); if (location == -1) std::cerr << "Warning: uniform '" << name << "' doesn't exist or is not used in shader!" << std::endl; // Cache the location uniformLocationCache[name] = location; return location; } void Shader::SetInt(const std::string &name, int value) const { glUseProgram(ID); // Ensure the shader program is active glUniform1i(GetUniformLocation(name), value); } void Shader::SetFloat(const std::string &name, float value) const { glUseProgram(ID); // Ensure the shader program is active glUniform1f(GetUniformLocation(name), value); } void Shader::SetBool(const std::string &name, bool value) const { glUseProgram(ID); // Ensure the shader program is active glUniform1i(GetUniformLocation(name), static_cast(value)); } void Shader::SetMat4(const std::string &name, const glm::mat4 &mat) const { glUseProgram(ID); // Ensure the shader program is active glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, glm::value_ptr(mat)); }