engineer-thesis-WUT/Engine/engine/shader.cpp

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// "Copyright [2023] <Krzysztof Rudnicki>"
#ifndef SHADER_CPP
#define SHADER_CPP
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#include "./shader.hpp"
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#include <glad/glad.h>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
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const std::string Shader::fileToShader(const std::string shaderPath) {
// 1. retrieve the vertex/fragment source code from filePath
std::string shaderCode;
std::ifstream shaderFile;
// ensure ifstream objects can throw exceptions:
shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
// open files
shaderFile.open(shaderPath);
std::stringstream shaderStream;
// read file's buffer contents into streams
shaderStream << shaderFile.rdbuf();
// close file handlers
shaderFile.close();
// convert stream into string
shaderCode = shaderStream.str();
} catch (std::ifstream::failure &e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what()
<< std::endl;
}
return shaderCode;
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}
Shader::Shader(const std::string vertexPath, const std::string fragmentPath) {
const std::string vshaderCodeString = this->fileToShader(vertexPath);
const std::string fShaderCodeString = this->fileToShader(fragmentPath);
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const char *vShaderCode = vshaderCodeString.c_str();
const char *fShaderCode = fShaderCodeString.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// 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);
}
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void Shader::use() { glUseProgram(ID); }
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void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), int(value));
}
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void Shader::setInt(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
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void Shader::setFloat(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
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void Shader::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;
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}
}
}
#endif // SHADER_CPP