ferx/engine/src/Shader.cpp

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2024-07-31 13:40:16 +00:00
#include <glad/glad.h>
#include <sstream>
#include <fstream>
#include <iostream>
#include "Shader.h"
Shader::Shader(): ID(0){}
Shader::Shader(const char* vPath, const char* fPath)
{
std::string vCode;
std::string fCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open(vPath);
fShaderFile.open(fPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vCode = vShaderStream.str();
fCode = fShaderStream.str();
}
catch(std::ifstream::failure& e)
{
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ::" << e.what() << std::endl;
std::cerr << "VPATH::" << vPath << std::endl << "FPATH::" << fPath << std::endl;
}
const char* vShaderCode = vCode.c_str();
const char* fShaderCode = fCode.c_str();
unsigned int vertex, fragment;
int success;
char infoLog[512];
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
};
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
};
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(ID, 512, nullptr, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
Shader::~Shader(){};
void Shader::Use()
{
glUseProgram(ID);
}
unsigned int Shader::GetID()
{
return ID;
}
void Shader::SetBool(const char* name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name), (int)value);
}
void Shader::SetInt(const char* name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name), value);
}
void Shader::SetFloat(const char* name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name), value);
}
void Shader::SetMat4(const char* name, glm::mat4 value) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name), 1, GL_FALSE, glm::value_ptr(value));
}