-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathShaderProgram.cpp
More file actions
116 lines (93 loc) · 2.92 KB
/
Copy pathShaderProgram.cpp
File metadata and controls
116 lines (93 loc) · 2.92 KB
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
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
#include "ShaderProgram.h"
#include <GLAD\glad.h>
#include <fstream>
#include <sstream>
#include <iostream>
ShaderProgram::ShaderProgram(std::string vertexPath, std::string fragmentPath)
: m_isProgramUsed(false)
{
init(vertexPath, fragmentPath);
}
ShaderProgram::~ShaderProgram()
{
glDeleteProgram(m_programID);
}
void ShaderProgram::setUniform4fv(std::string variableName, float* mat4)
{
int location = glGetUniformLocation(m_programID, variableName.c_str());
glUniformMatrix4fv(location, 1, GL_FALSE, mat4);
}
bool ShaderProgram::isProgramUsed()
{
return m_isProgramUsed;
}
void ShaderProgram::setUniform3f(std::string variableName, float x, float y, float z)
{
int location = glGetUniformLocation(m_programID, variableName.c_str());
glUniform3f(location, x, y, z);
}
void ShaderProgram::setUniform4f(std::string variableName, float x, float y, float z, float w)
{
int location = glGetUniformLocation(m_programID, variableName.c_str());
glUniform4f(location, x, y, z, w);
}
void ShaderProgram::setUniform1i(std::string variableName, int x)
{
int location = glGetUniformLocation(m_programID, variableName.c_str());
glUniform1i(location, x);
}
void ShaderProgram::init(std::string vertexPath, std::string fragmentPath)
{
int success;
char infoLog[512];
std::string vertexCode, fragmentCode;
std::ifstream vShaderFile, fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vShaderCode, NULL);
glCompileShader(vertexShader);
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fShaderCode, NULL);
glCompileShader(fragmentShader);
m_programID = glCreateProgram();
glAttachShader(m_programID, vertexShader);
glAttachShader(m_programID, fragmentShader);
glLinkProgram(m_programID);
glGetProgramiv(m_programID, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(m_programID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void ShaderProgram::useProgram()
{
glUseProgram(m_programID);
m_isProgramUsed = true;
}
void ShaderProgram::stopProgram()
{
glUseProgram(0);
m_isProgramUsed = false;
}