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authorAndrew Guschin <guschin.drew@gmail.com>2022-04-02 09:13:33 +0400
committerAndrew Guschin <guschin.drew@gmail.com>2022-04-02 09:13:33 +0400
commit806a1e093eeac8b426b20717c14260c9cb896798 (patch)
tree7b6e1a01958269ce78b9716461a9fa4c05d3dc5e /src/shader.h
parent15ccb946f43283bfc91d80ddf012d9ae2a0333ed (diff)
Removed CUDA files and changed build system to premakeremake
Diffstat (limited to 'src/shader.h')
-rw-r--r--src/shader.h195
1 files changed, 195 insertions, 0 deletions
diff --git a/src/shader.h b/src/shader.h
new file mode 100644
index 0000000..c8adcae
--- /dev/null
+++ b/src/shader.h
@@ -0,0 +1,195 @@
+#ifndef SHADER_H
+#define SHADER_H
+
+#include <glad/glad.h>
+//#include <glm/glm.hpp>
+
+#include <string>
+#include <fstream>
+#include <sstream>
+#include <iostream>
+
+class Shader
+{
+public:
+ unsigned int ID;
+ // constructor generates the shader on the fly
+ // ------------------------------------------------------------------------
+ Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr)
+ {
+ // 1. retrieve the vertex/fragment source code from filePath
+ std::string vertexCode;
+ std::string fragmentCode;
+ std::string geometryCode;
+ std::ifstream vShaderFile;
+ std::ifstream fShaderFile;
+ std::ifstream gShaderFile;
+ // ensure ifstream objects can throw exceptions:
+ vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
+ try
+ {
+ // open files
+// std::cout << "kavo" << std::endl;
+ 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();
+
+ // if geometry shader path is present, also load a geometry shader
+ if(geometryPath != nullptr)
+ {
+ gShaderFile.open(geometryPath);
+ std::stringstream gShaderStream;
+ gShaderStream << gShaderFile.rdbuf();
+ gShaderFile.close();
+ geometryCode = gShaderStream.str();
+ }
+ }
+ catch (std::ifstream::failure e)
+ {
+ std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << e.what() << std::endl;
+ }
+ const char* vShaderCode = vertexCode.c_str();
+ const char * fShaderCode = fragmentCode.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");
+ // if geometry shader is given, compile geometry shader
+ unsigned int geometry;
+ if(geometryPath != nullptr)
+ {
+ const char * gShaderCode = geometryCode.c_str();
+ geometry = glCreateShader(GL_GEOMETRY_SHADER);
+ glShaderSource(geometry, 1, &gShaderCode, NULL);
+ glCompileShader(geometry);
+ checkCompileErrors(geometry, "GEOMETRY");
+ }
+ // shader Program
+ ID = glCreateProgram();
+ glAttachShader(ID, vertex);
+ glAttachShader(ID, fragment);
+ if(geometryPath != nullptr)
+ glAttachShader(ID, geometry);
+ glLinkProgram(ID);
+ checkCompileErrors(ID, "PROGRAM");
+ // delete the shaders as they're linked into our program now and no longer necessery
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
+ if(geometryPath != nullptr)
+ glDeleteShader(geometry);
+
+ }
+ // activate the shader
+ // ------------------------------------------------------------------------
+ void use()
+ {
+ glUseProgram(ID);
+ }
+ // utility uniform functions
+ // ------------------------------------------------------------------------
+ void setBool(const std::string &name, bool value) const
+ {
+ glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
+ }
+ // ------------------------------------------------------------------------
+ void setInt(const std::string &name, int value) const
+ {
+ glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
+ }
+ // ------------------------------------------------------------------------
+ void setFloat(const std::string &name, float value) const
+ {
+ glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
+ }
+ // ------------------------------------------------------------------------
+// void setVec2(const std::string &name, const glm::vec2 &value) const
+// {
+// glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
+// }
+// void setVec2(const std::string &name, float x, float y) const
+// {
+// glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
+// }
+// // ------------------------------------------------------------------------
+// void setVec3(const std::string &name, const glm::vec3 &value) const
+// {
+// glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
+// }
+// void setVec3(const std::string &name, float x, float y, float z) const
+// {
+// glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
+// }
+// // ------------------------------------------------------------------------
+// void setVec4(const std::string &name, const glm::vec4 &value) const
+// {
+// glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
+// }
+// void setVec4(const std::string &name, float x, float y, float z, float w)
+// {
+// glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
+// }
+// // ------------------------------------------------------------------------
+// void setMat2(const std::string &name, const glm::mat2 &mat) const
+// {
+// glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
+// }
+// // ------------------------------------------------------------------------
+// void setMat3(const std::string &name, const glm::mat3 &mat) const
+// {
+// glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
+// }
+// // ------------------------------------------------------------------------
+// void setMat4(const std::string &name, const glm::mat4 &mat) const
+// {
+// glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
+// }
+
+private:
+ // utility function for checking shader compilation/linking errors.
+ // ------------------------------------------------------------------------
+ void checkCompileErrors(GLuint shader, std::string type)
+ {
+ GLint success;
+ GLchar 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
+