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shader.cpp
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shader.cpp
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#include "shader.hpp"
//TODO: better error handling in constructor, what happens if compilation fails? Return value? Exception?
Shader::Shader(const GLchar* vertexPath, const GLchar* fragmentPath) {
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream;
std::stringstream fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
} catch (std::ifstream::failure e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_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::VERTEX::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 Shader::use(void) {
glUseProgram(this->program);
}