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- // shader.h
- // LearnOpenGL.com
- // author: beefviper
- // date: Sept 6, 2024
- #pragma once
- #include <glad/glad.h>
- #include <string>
- #include <fstream>
- #include <sstream>
- #include <iostream>
- class Shader
- {
- public:
- unsigned int ID;
- Shader(const char* vertexPath, const char* fragmentPath);
- void use() const;
- void setBool(const std::string& name, bool value) const;
- void setInt(const std::string& name, int value) const;
- void setFloat(const std::string& name, float value) const;
- };
- Shader::Shader(const char* vertexPath, const char* fragmentPath)
- {
- std::string vertexCode;
- std::string fragmentCode;
- 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(vertexPath);
- fShaderFile.open(fragmentPath);
- std::stringstream vShaderStream;
- std::stringstream 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::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
- }
- const char* vShaderCode = vertexCode.c_str();
- const char* fShaderCode = fragmentCode.c_str();
- unsigned int vertex{};
- unsigned int fragment{};
- int success{};
- char 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::SHADER::VERTEX::COMPILATION_FAILED\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::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
- }
- ID = glCreateProgram();
- glAttachShader(ID, vertex);
- glAttachShader(ID, fragment);
- glLinkProgram(ID);
- glGetProgramiv(ID, GL_LINK_STATUS, &success);
- if (!success)
- {
- glGetProgramInfoLog(ID, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
- }
- glDeleteShader(vertex);
- glDeleteShader(fragment);
- }
- void Shader::use() const
- {
- glUseProgram(ID);
- }
- 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);
- }
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