Poly3d/src/Shader.cpp

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#include "Shader.h"
#include <fstream>
#include <sstream>
#include <iostream>
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#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <glm/glm.hpp>
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// Shader constructor
Shader::Shader(const GLchar* vertexPath, const GLchar* 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\n";
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* 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);
// Check compile errors
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << '\n';
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Check compile errors
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << '\n';
}
// Shader Program
Program = glCreateProgram();
glAttachShader(Program, vertex);
glAttachShader(Program, fragment);
glLinkProgram(Program);
// Check linking errors
glGetProgramiv(Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(Program, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << '\n';
}
// Delete the shaders
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// Activate the shader
void Shader::Use()
{
glUseProgram(Program);
}
// Set integer uniform
void Shader::setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
}
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void Shader::SetBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), (int)value);
}
void Shader::SetInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
}
void Shader::SetFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(Program, name.c_str()), value);
}
void Shader::SetVec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(Program, name.c_str()), 1, glm::value_ptr(value));
}