160 lines
4.7 KiB
C++
160 lines
4.7 KiB
C++
// Shader.cpp
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#include "Shader.h"
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <glm/gtc/type_ptr.hpp> // For glm::value_ptr
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// Constructor implementations
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Shader::Shader() : ID(0) {}
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Shader::Shader(const char *vertexPath, const char *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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// Ensure ifstream objects can throw exceptions
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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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{
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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::cerr << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
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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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// 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::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
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<< 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::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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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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{
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n"
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<< 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 necessary
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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Shader::~Shader()
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{
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glDeleteProgram(ID);
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}
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void Shader::Use()
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{
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glUseProgram(ID);
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}
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GLint Shader::GetUniformLocation(const std::string &name) const
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{
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// Check if the location is already cached
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if (uniformLocationCache.find(name) != uniformLocationCache.end())
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return uniformLocationCache.at(name);
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// Otherwise, query it
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GLint location = glGetUniformLocation(ID, name.c_str());
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if (location == -1)
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std::cerr << "Warning: uniform '" << name << "' doesn't exist or is not used in shader!" << std::endl;
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// Cache the location
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uniformLocationCache[name] = location;
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return location;
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}
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void Shader::SetInt(const std::string &name, int value) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniform1i(GetUniformLocation(name), value);
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}
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void Shader::SetFloat(const std::string &name, float value) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniform1f(GetUniformLocation(name), value);
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}
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void Shader::SetBool(const std::string &name, bool value) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniform1i(GetUniformLocation(name), static_cast<int>(value));
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}
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void Shader::SetMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, glm::value_ptr(mat));
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}
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void Shader::SetVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void Shader::SetSampler2D(const std::string &name, int textureUnit) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniform1i(glGetUniformLocation(ID, name.c_str()), textureUnit);
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}
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