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- #ifndef SHADER_H
- #define SHADER_H
- #include <GL/glew.h>
- #include <string>
- #include <fstream>
- #include <sstream>
- #include <iostream>
- class Shader {
- public:
- GLuint Program;
- Shader(const GLchar *vertexPath, const GLchar *fragmentPath) {
- 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(vertexPath);
- fShaderFile.open(fragmentPath);
- 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::cout << "Error Reading Shader Files" << std::endl;
- }
- const GLchar *vShaderCode = vertexCode.c_str();
- const GLchar *fShaderCode = fragmentCode.c_str();
- GLuint vertex, fragment;
- GLint success;
- GLchar infoLog[512];
- vertex = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex, 1, &vShaderCode, NULL);
- glCompileShader(vertex);
- glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(vertex, 512, NULL, infoLog);
- std::cout << "Error Compiling Vertex Shader\n" << infoLog << std::endl;
- }
- fragment = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment, 1, &fShaderCode, NULL);
- glCompileShader(fragment);
- glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(fragment, 512, NULL, infoLog);
- std::cout << "Error Compiling Fragment Shader\n" << infoLog << std::endl;
- }
- this->Program = glCreateProgram();
- glAttachShader(this->Program, vertex);
- glAttachShader(this->Program, fragment);
- glLinkProgram(this->Program);
- glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
- std::cout << "Error linking Shader Program\n" << infoLog << std::endl;
- }
- glDeleteShader(vertex);
- glDeleteShader(fragment);
- }
- void Use() {
- glUseProgram(this->Program);
- }
- };
- #endif
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