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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 <glad/glad.h>
class Shader
{
public:
GLuint Program;
//Constructor generates the shader on the fly
Shader( const GLchar *vertexPath, const GLchar *fragmentPath)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensures ifstream objects can throw exceptions:
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( );
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertex, 1, &vShaderCode, NULL );
glCompileShader( vertex );
// Print compile errors if any
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 Shader
fragment = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragment, 1, &fShaderCode, NULL );
glCompileShader( fragment );
// Print compile errors if any
glGetShaderiv( fragment, GL_COMPILE_STATUS, &success );
if ( !success )
{
glGetShaderInfoLog( fragment, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Shader Program
this->Program = glCreateProgram( );
glAttachShader( this->Program, vertex );
glAttachShader( this->Program, fragment );
glLinkProgram( this->Program );
// Print linking errors if any
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;
}
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader( vertex );
glDeleteShader( fragment );
}
// Uses the current shader
void Use( )
{
glUseProgram( this->Program );
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(this->Program, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(this->Program, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(this->Program, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setVec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(this->Program, name.c_str()), 1, &value[0]);
}
void setVec2(const std::string &name, float x, float y) const
{
glUniform2f(glGetUniformLocation(this->Program, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void setVec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(this->Program, name.c_str()), 1, &value[0]);
}
void setVec3(const std::string &name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(this->Program, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(const std::string &name, const glm::vec4 &value) const
{
glUniform4fv(glGetUniformLocation(this->Program, name.c_str()), 1, &value[0]);
}
void setVec4(const std::string &name, float x, float y, float z, float w)
{
glUniform4f(glGetUniformLocation(this->Program, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(const std::string &name, const glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(this->Program, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(const std::string &name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(this->Program, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(const std::string &name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(this->Program, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
};
#endif