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| #ifndef SHADER_H #define SHADER_H
#include <glad/glad.h> #include <glm/glm.hpp>
#include <string> #include <fstream> #include <sstream> #include <iostream>
using std::string; using std::ifstream; using std::stringstream; using std::cout; using std::endl;
class Shader { public: Shader() {} unsigned int ID;
Shader(const char* vertexPath, const char* fragmentPath) { string vertexCode; string fragmentCode; ifstream vShaderFile; ifstream fShaderFile;
vShaderFile.exceptions(ifstream::failbit | ifstream::badbit); fShaderFile.exceptions(ifstream::failbit | ifstream::badbit); try { vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); stringstream vShaderStream, fShaderStream; vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); vShaderFile.close(); fShaderFile.close(); vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); } catch (ifstream::failure& e) { cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << endl; } const char* vShaderCode = vertexCode.c_str(); const char* fShaderCode = fragmentCode.c_str(); unsigned int vertex, fragment; vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); checkCompileErrors(vertex, "VERTEX"); fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); checkCompileErrors(fragment, "FRAGMENT"); ID = glCreateProgram(); glAttachShader(ID, vertex); glAttachShader(ID, fragment); glLinkProgram(ID); checkCompileErrors(ID, "PROGRAM"); glDeleteShader(vertex); glDeleteShader(fragment); }
void use() { glUseProgram(ID); }
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: void checkCompileErrors(GLuint shader, string type) { GLint success; GLchar infoLog[1024]; if (type != "PROGRAM") { glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(shader, 1024, NULL, infoLog); cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << endl; } } else { glGetProgramiv(shader, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shader, 1024, NULL, infoLog); cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << endl; } } } }; #endif
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