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- #ifndef SHADER_H
- #define SHADER_H
- #include <glad/glad.h>
- #include <string>
- #include <fstream>
- #include <sstream>
- #include <iostream>
- class Shader
- {
- public:
- unsigned int ID;
- // constructor generates the shader on the fly
- // ------------------------------------------------------------------------
- Shader(const char* vertexPath, const char* 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);
- checkCompileErrors(vertex, "VERTEX");
- // fragment Shader
- fragment = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment, 1, &fShaderCode, NULL);
- glCompileShader(fragment);
- checkCompileErrors(fragment, "FRAGMENT");
- // shader Program
- ID = glCreateProgram();
- glAttachShader(ID, vertex);
- glAttachShader(ID, fragment);
- glLinkProgram(ID);
- checkCompileErrors(ID, "PROGRAM");
- // delete the shaders as they're linked into our program now and no longer necessary
- glDeleteShader(vertex);
- glDeleteShader(fragment);
- }
- // activate the shader
- // ------------------------------------------------------------------------
- void use()
- {
- glUseProgram(ID);
- }
- // utility uniform functions
- // ------------------------------------------------------------------------
- void setBool(const std::string &name, bool value) const
- {
- glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
- }
- // ------------------------------------------------------------------------
- void setInt(const std::string &name, int value) const
- {
- glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
- }
- // ------------------------------------------------------------------------
- void setFloat(const std::string &name, float value) const
- {
- glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
- }
- void setVec2(const std::string &name, const glm::vec2 &value) const
- {
- glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
- }
- void setVec2(const std::string &name, float x, float y) const
- {
- glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
- }
- // ------------------------------------------------------------------------
- void setVec3(const std::string &name, const glm::vec3 &value) const
- {
- glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
- }
- void setVec3(const std::string &name, float x, float y, float z) const
- {
- glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
- }
- // ------------------------------------------------------------------------
- void setVec4(const std::string &name, const glm::vec4 &value) const
- {
- glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
- }
- void setVec4(const std::string &name, float x, float y, float z, float w)
- {
- glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
- }
- // ------------------------------------------------------------------------
- void setMat2(const std::string &name, const glm::mat2 &mat) const
- {
- glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
- }
- // ------------------------------------------------------------------------
- void setMat3(const std::string &name, const glm::mat3 &mat) const
- {
- glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
- }
- // ------------------------------------------------------------------------
- void setMat4(const std::string &name, const glm::mat4 &mat) const
- {
- glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
- }
- private:
- // utility function for checking shader compilation/linking errors.
- // ------------------------------------------------------------------------
- void checkCompileErrors(unsigned int shader, std::string type)
- {
- int success;
- char infoLog[1024];
- if (type != "PROGRAM")
- {
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success)
- {
- glGetShaderInfoLog(shader, 1024, NULL, infoLog);
- std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
- }
- }
- else
- {
- glGetProgramiv(shader, GL_LINK_STATUS, &success);
- if (!success)
- {
- glGetProgramInfoLog(shader, 1024, NULL, infoLog);
- std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
- }
- }
- }
- };
- #endif
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