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shaderClass.cpp
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82 lines (70 loc) · 1.92 KB
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#include "shaderClass.h"
std::string get_file_contents(const char* filename)
{
std::ifstream in(filename, std::ios::binary);
if (in)
{
std::string contents;
in.seekg(0, std::ios::end);
contents.resize(in.tellg());
in.seekg(0, std::ios::beg);
in.read(&contents[0], contents.size());
in.close();
return(contents);
}
throw(errno);
}
Shader::Shader(const char* vertexFile, const char* fragmentFile)
{
std::string vertexCode = get_file_contents(vertexFile);
std::string fragmentCode = get_file_contents(fragmentFile);
const char* vertexSource = vertexCode.c_str();
const char* fragmentSource = fragmentCode.c_str();
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glBindAttribLocation(ID, 0, "aPos");
glBindAttribLocation(ID, 1, "aColor");
glBindAttribLocation(ID, 2, "aTex");
glBindAttribLocation(ID, 3, "aNormal");
glLinkProgram(ID);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Shader::Activate()
{
glUseProgram(ID);
}
void Shader::Delete()
{
glDeleteProgram(ID);
}
void Shader::compileErrors(unsigned int shader, const char* type)
{
GLint hasCompiled;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &hasCompiled);
if (hasCompiled == GL_FALSE)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "SHADER_COMPILATION_ERROR FOR:" << type << "\n\n";
}
}
else
{
glGetProgramiv(shader, GL_COMPILE_STATUS, &hasCompiled);
if (hasCompiled == GL_FALSE)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "SHADER_LINKING_ERROR FOR:" << type << "\n\n";
}
}
}