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Shader.cpp
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#include "Shader.h"
Shader::Shader(const GLchar* vertexPath, const GLchar* tessControlPath, const GLchar* tessEvalPath, const GLchar* geometryPath, const GLchar* fragmentPath){
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string tessControlCode;
std::string tessEvalCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream tessControlFile;
std::ifstream tessEvalFile;
std::ifstream fShaderFile;
std::ifstream geometryFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
tessControlFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
tessEvalFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
geometryFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try {
// open files
vShaderFile.open(vertexPath);
tessControlFile.open(tessControlPath);
tessEvalFile.open(tessEvalPath);
geometryFile.open(geometryPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, tcShaderStream, teShaderStream, geometryStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
tcShaderStream << tessControlFile.rdbuf();
teShaderStream << tessEvalFile.rdbuf();
geometryStream << geometryFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
tessControlFile.close();
tessEvalFile.close();
geometryFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
tessControlCode = tcShaderStream.str();
tessEvalCode = teShaderStream.str();
geometryCode = geometryStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure& e){
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* tessControlShaderCode = tessControlCode.c_str();
const char* tessEvalShaderCode = tessEvalCode.c_str();
const char* geometryShaderCode = geometryCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, tessControl, tessEval, geometry, fragment;
int success;
char infoLog[512];
// vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// vertex Shader
tessControl = glCreateShader(GL_TESS_CONTROL_SHADER);
glShaderSource(tessControl, 1, &tessControlShaderCode, NULL);
glCompileShader(tessControl);
// print compile errors if any
glGetShaderiv(tessControl, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(tessControl, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::TESSCONTROL::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// vertex Shader
tessEval = glCreateShader(GL_TESS_EVALUATION_SHADER);
glShaderSource(tessEval, 1, &tessEvalShaderCode, NULL);
glCompileShader(tessEval);
// print compile errors if any
glGetShaderiv(tessEval, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(tessEval, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::TESSEVAL::COMPILATION_FAILED\n" << infoLog << std::endl;
}
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &geometryShaderCode, NULL);
glCompileShader(geometry);
// print compile errors if any
glGetShaderiv(geometry, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(geometry, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::GEOMETRY::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// similiar for Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
if(!success){
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, tessControl);
glAttachShader(ID, tessEval);
glAttachShader(ID, geometry);
glAttachShader(ID, fragment);
glLinkProgram(ID);
// print linking errors if any
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if(!success){
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(tessControl);
glDeleteShader(tessEval);
glDeleteShader(geometry);
glDeleteShader(fragment);
}
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::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
int success;
char infoLog[512];
// vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// similiar for Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
if(!success){
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
// print linking errors if any
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if(!success){
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::use() {
glUseProgram(ID);
char infoLog[512];
int success;
glGetProgramiv(ID, GL_LINK_STATUS, &success);
glGetProgramInfoLog(ID, 512, NULL, infoLog);
if (!success) {
std::cout << infoLog << std::endl;
}
}
void Shader::setBool(const std::string &name, bool value) const{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec3(const std::string &name, glm::vec3 value) const{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, glm::value_ptr(value));
}