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Shader.cpp
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98 lines (78 loc) · 2.29 KB
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#include "Shader.h"
using std::string;
using std::ifstream;
Shader::Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
string vertexCode;
string fragmentCode;
ifstream vShaderFile;
ifstream fShaderFile;
vShaderFile.exceptions(ifstream::badbit);
fShaderFile.exceptions(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 (ifstream::failure e)
{
std::cout << "ERROR: SHADER :: FILE_NOT_SUCCESSFULLY_READ " << std :: endl;
}
Program = CreateShaderProgram(vertexCode.c_str(), fragmentCode.c_str());
}
Shader::~Shader()
{
glDeleteProgram(Program);
}
void Shader::Use()
{
glUseProgram(Program);
}
void Shader::CheckShaderCompileSuccess(GLuint shader)
{
int success;
char logstr[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, logstr);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << logstr << std::endl;
}
}
void Shader::CheckShaderLinkSucess(GLuint program)
{
int success;
char logstr[512];
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(program, 512, NULL, logstr);
std::cout << "ERROR::PROGARAM::LINK::COMPILATION_FAILED\n" << logstr << std::endl;
}
}
GLuint Shader::CreateShaderProgram(const GLchar* vertexShaderSource, const GLchar* fragmentShaderSource)
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
CheckShaderCompileSuccess(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
CheckShaderCompileSuccess(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
CheckShaderLinkSucess(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}