Add files via upload
This commit is contained in:
@@ -0,0 +1,109 @@
|
||||
#include "Shader.h"
|
||||
|
||||
#include <exception>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
Shader::Shader(unsigned int id) : id(id){
|
||||
}
|
||||
|
||||
Shader::~Shader(){
|
||||
glDeleteProgram(id);
|
||||
}
|
||||
|
||||
void Shader::use(){
|
||||
glUseProgram(id);
|
||||
}
|
||||
|
||||
void Shader::uniformMatrix(std::string name, glm::mat4 matrix){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
|
||||
Shader* load_shader(std::string vertexFile, std::string fragmentFile) {
|
||||
// Reading Files
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
|
||||
vShaderFile.exceptions(std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::badbit);
|
||||
try {
|
||||
vShaderFile.open(vertexFile);
|
||||
fShaderFile.open(fragmentFile);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch(std::ifstream::failure& e) {
|
||||
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
const GLchar* vShaderCode = vertexCode.c_str();
|
||||
const GLchar* fShaderCode = fragmentCode.c_str();
|
||||
|
||||
GLuint vertex, fragment;
|
||||
GLint success;
|
||||
GLchar infoLog[512];
|
||||
|
||||
// Vertex Shader
|
||||
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::cerr << "SHADER::VERTEX: compilation failed" << std::endl;
|
||||
std::cerr << infoLog << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Fragment Shader
|
||||
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 << "SHADER::FRAGMENT: compilation failed" << std::endl;
|
||||
std::cerr << infoLog << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Shader Program
|
||||
GLuint 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 << "SHADER::PROGRAM: linking failed" << std::endl;
|
||||
std::cerr << infoLog << std::endl;
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
return new Shader(id);
|
||||
}
|
||||
Reference in New Issue
Block a user