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

158 lines
5.6 KiB
C++

#ifndef SHADER_CPP
#define SHADER_CPP
#include "shader.hpp"
#include "misc.hpp"
#include <glad/glad.h> // include glad to get all the required OpenGL headers
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
Shader::Shader(const std::string vertexPath, const std::string fragmentPath)
{
const char* vertexSource = this->readFile(vertexPath);
const char* shaderSource = this->readFile(fragmentPath);
const std::pair<unsigned int, unsigned int> shaders = this->compileShaders(vertexSource, shaderSource);
this->ID = this->linkShaderObjectsShaderProgram(shaders.first, shaders.second);
}
// use/activate the shader
void Shader::use()
{
glUseProgram(ID);
}
// utility uniform functions
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::shaderFailedMessage(const unsigned int shader, const bool compilation) const
{
char infoLog[512];
const size_t sizeOfInfoLog = sizeof(infoLog) / sizeof(infoLog[0]);
compilation ? glGetShaderInfoLog(shader, sizeOfInfoLog, NULL, infoLog)
: glGetProgramInfoLog(shader, sizeOfInfoLog, NULL, infoLog);
std::cout << "ERROR vertex shader compilation failed \n"
<< infoLog << std::endl;
}
int Shader::shaderSuccessful(const unsigned int shader, const bool compilation) const
{
// check if compilation was successful
// int because glGetShaderiv requires int
int success;
// here we store info about compilation
// check if compilation was successful
compilation ? glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
: glGetProgramiv(shader, GL_LINK_STATUS, &success);
// if not display compilation log
if (!success)
{
shaderFailedMessage(shader, compilation);
}
return success;
}
unsigned int Shader::compileShader(const GLenum shaderType, const char *shaderSource) const
{
// we create vertex shader and assign its id to shader variable
const unsigned int shaderID = glCreateShader(shaderType);
// attach shader source code to shader object
// from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as NULL)
glShaderSource(shaderID, 1, &shaderSource, NULL);
// compile shader
glCompileShader(shaderID);
if (!shaderSuccessful(shaderID, true))
return 0;
return shaderID;
}
const char* Shader::readFile(const std::string fileName) const
{
// 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 file
shaderFile.open(fileName);
std::stringstream shaderStream;
// read file buffer contents into streams
shaderStream << shaderFile.rdbuf();
// close file handlers
shaderFile.close();
// convert stream into string
shaderCode = shaderStream.str();
}
catch(std::ifstream::failure const& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
const char* vShaderCode = shaderCode.c_str();
return vShaderCode;
}
unsigned int Shader::linkShaderObjectsShaderProgram(const unsigned int vertexShaders, const unsigned int fragmentShader) const
{
// link shader objects into shader program
// will store shader program id
// creates program
const unsigned int programID = glCreateProgram();
// attachShaders
glAttachShader(programID, vertexShaders);
glAttachShader(programID, fragmentShader);
// link shaders
glLinkProgram(programID);
if (!shaderSuccessful(programID, false))
return 0;
// activate program
// after that every shader and rendering call will use this program object
glUseProgram(programID);
// delete shaders (they are linked into shaderProgram and we do not need them anymore)
glDeleteShader(vertexShaders);
glDeleteShader(fragmentShader);
if (programID == 0)
print("Shader Program Linking Failed");
return programID;
}
std::pair<unsigned int, unsigned int> Shader::compileShaders(const char* vertexShaderSource, const char* fragmentShaderSource) const
{
const unsigned int vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
if (vertexShader == 0)
{
print("Vertex Shader Compilation Failed");
return std::make_pair(0, 0);
}
const unsigned int fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
if (fragmentShader == 0)
{
print("Fragment Shader Compilation Failed");
return std::make_pair(0, 0);
}
return std::make_pair(vertexShader, fragmentShader);
}
#endif