#include "Shader.h" #include #include #include #include #include #include // 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); } 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)); }