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135 lines (126 loc) · 4.36 KB
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Copy pathshaderClass.cpp
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135 lines (126 loc) · 4.36 KB
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#include "shaderClass.h"
std::string get_file_contents(const char* filename){
std::ifstream in(filename, std::ios::binary);
if (in)
{
std::string contents;
in.seekg(0, std::ios::end);
contents.resize(in.tellg());
in.seekg(0, std::ios::beg);
in.read(&contents[0], contents.size());
in.close();
return(contents);
}
throw(errno);
}
Shader::Shader(const char* vertexFile, const char* fragmentFile) {
std::string vertexCode = get_file_contents(vertexFile);
std::string fragmentCode = get_file_contents(fragmentFile);
// Convert the shader source strings into character arrays
const char* vertexSource = vertexCode.c_str();
const char* fragmentSource = fragmentCode.c_str();
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
compileErrors(vertexShader, "VERTEX");
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
compileErrors(fragmentShader, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
compileErrors(ID, "PROGRAM");
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
// Activates the Shader Program
void Shader::Activate(){
glUseProgram(ID);
}
// Deletes the Shader Program
void Shader::Delete(){
glDeleteProgram(ID);
}
void Shader::compileErrors(unsigned int shader, const char* type)
{
// Stores status of compilation
GLint hasCompiled;
// Character array to store error message in
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &hasCompiled);
if (hasCompiled == GL_FALSE)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "SHADER_COMPILATION_ERROR for:" << type << "\n" << infoLog << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &hasCompiled);
if (hasCompiled == GL_FALSE)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "SHADER_LINKING_ERROR for:" << type << "\n" << infoLog << std::endl;
}
}
}
void Shader::setBool(const std::string& name, bool value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void Shader::setInt(const std::string& name, int value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void Shader::setFloat(const std::string& name, float value)
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void Shader::setVec2(const std::string& name, const glm::vec2& value)
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec2(const std::string& name, float x, float y)
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void Shader::setVec3(const std::string& name, const glm::vec3& value)
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec3(const std::string& name, float x, float y, float z)
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void Shader::setVec4(const std::string& name, const glm::vec4& value)
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::setVec4(const std::string& name, float x, float y, float z, float w)
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void Shader::setMat2(const std::string& name, const glm::mat2& mat)
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void Shader::setMat3(const std::string& name, const glm::mat3& mat)
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void Shader::setMat4(const std::string& name, const glm::mat4& mat)
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}