-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathShader.cpp
83 lines (64 loc) · 2.47 KB
/
Shader.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
//
// Created by iak on 10.01.17.
//
#include "Shader.hpp"
Shader::Shader(GLchar const *vertexPath, GLchar const *fragmentPath) {
std::ifstream vertexShaderFile;
std::ifstream fragmentShaderFile;
vertexShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fragmentShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
std::string vShaderSourceString, fShaderSourceString;
try {
vertexShaderFile.open(vertexPath);
fragmentShaderFile.open(fragmentPath);
std::stringstream vertexShaderSourceStream, fragmentShaderSourceStream;
vertexShaderSourceStream << vertexShaderFile.rdbuf();
fragmentShaderSourceStream << fragmentShaderFile.rdbuf();
vShaderSourceString = vertexShaderSourceStream.str();
fShaderSourceString = fragmentShaderSourceStream.str();
}
catch (std::ifstream::failure e) {
std::cout << "ERROR::SHADER::FILE_READ_FAILURE" << std::endl;
}
const GLchar* vShaderCode = vShaderSourceString.c_str();
const GLchar* fShaderCode = fShaderSourceString.c_str();
GLuint vertexObj, fragmentObj;
GLint success;
GLchar infoLog[512];
vertexObj = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexObj, 1, &vShaderCode, NULL);
glCompileShader(vertexObj);
glGetShaderiv(vertexObj, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexObj, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
fragmentObj = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentObj, 1, &fShaderCode, NULL);
glCompileShader(fragmentObj);
glGetShaderiv(fragmentObj, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentObj, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
program = glCreateProgram();
glAttachShader(program, vertexObj);
glAttachShader(program, fragmentObj);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::LINK_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexObj);
glDeleteShader(fragmentObj);
}
void Shader::deleteProgram() {
glDeleteProgram(program);
}
void Shader::use() {
glUseProgram(program);
}
GLuint Shader::getProgram() {
return program;
}