ferx/engine/rendering/Shader.cpp
2024-11-22 04:35:43 +04:00

106 lines
2.7 KiB
C++

#include "Shader.h"
Shader::Shader(const std::string& vPath, const std::string& 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;
};
m_ID = glCreateProgram();
glAttachShader(m_ID, vertex);
glAttachShader(m_ID, fragment);
glLinkProgram(m_ID);
glGetProgramiv(m_ID, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(m_ID, 512, nullptr, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
Shader::~Shader()
{
glDeleteProgram(m_ID);
}
Shader Shader::Create(const std::string& vPath, const std::string& fPath)
{
return Shader{vPath, fPath};
}
void Shader::Use() const
{
glUseProgram(m_ID);
}
void Shader::Shutdown() const
{
glDeleteProgram(m_ID);
}
int Shader::GetUniformLocation(const std::string& name)
{
if(m_Uniforms.find(name) == m_Uniforms.end())
{
m_Uniforms[name] = glGetUniformLocation(m_ID, name.c_str());
}
return m_Uniforms.at(name);
}