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Shader.h
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#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
class Shader
{
public:
GLuint Program;
Shader( const GLchar *vertexPath, const GLchar *fragmentPath )
{
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions ( std::ifstream::badbit );
fShaderFile.exceptions ( std::ifstream::badbit );
try
{
// Open files
vShaderFile.open( vertexPath );
fShaderFile.open( fragmentPath );
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf( );
fShaderStream << fShaderFile.rdbuf( );
// close file handlers
vShaderFile.close( );
fShaderFile.close( );
// Convert stream into string
vertexCode = vShaderStream.str( );
fragmentCode = fShaderStream.str( );
}
catch ( std::ifstream::failure e )
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar *vShaderCode = vertexCode.c_str( );
const GLchar *fShaderCode = fragmentCode.c_str( );
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
vertex = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertex, 1, &vShaderCode, NULL );
glCompileShader( vertex );
glGetShaderiv( vertex, GL_COMPILE_STATUS, &success );
if ( !success )
{
glGetShaderInfoLog( vertex, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
fragment = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragment, 1, &fShaderCode, NULL );
glCompileShader( fragment );
glGetShaderiv( fragment, GL_COMPILE_STATUS, &success );
if ( !success )
{
glGetShaderInfoLog( fragment, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
this->Program = glCreateProgram( );
glAttachShader( this->Program, vertex );
glAttachShader( this->Program, fragment );
glLinkProgram( this->Program );
glGetProgramiv( this->Program, GL_LINK_STATUS, &success );
if (!success)
{
glGetProgramInfoLog( this->Program, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader( vertex );
glDeleteShader( fragment );
}
void Use( )
{
glUseProgram( this->Program );
}
};
#endif