#ifndef SHADER_CPP #define SHADER_CPP #include #include #include #include #include #include "shader.hpp" 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_SUCCESFULLY_READ: " << e.what() << std::endl; } return shaderCode; } Shader::Shader(const std::string vertexPath, const std::string fragmentPath) { const std::string vshaderCodeString = this -> fileToShader(vertexPath); const std::string fShaderCodeString = this -> fileToShader(fragmentPath); 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); } void Shader::use() { 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); } 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; } } } #endif // SHADER_CPP