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Diffstat (limited to 'src/shader.h')
| -rw-r--r-- | src/shader.h | 195 |
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 + |