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Shader.cpp
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Shader.cpp
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#include <fstream>
#include <sstream>
#include<iostream>
#include "Shader.h"
#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>
using namespace std;
Shader::Shader(const char* vertexPath, const char* fragmentPath) {
ifstream vertexFile;
ifstream fragmentFile;
stringstream vertexSStream;
stringstream fragmentSStream;
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);
vertexFile.exceptions(ifstream::failbit || ifstream::badbit);
fragmentFile.exceptions(ifstream::failbit || ifstream::badbit);
try
{
if (!vertexFile.is_open() || !fragmentFile.is_open()) {
throw exception("Failed.To.Open.Vertex/Fragment.File:(");
}
vertexSStream<<vertexFile.rdbuf();
fragmentSStream << fragmentFile.rdbuf();
vertexString = vertexSStream.str();
fragmentString = fragmentSStream.str();
vertexSource = vertexString.c_str();
fragmentSource = fragmentString.c_str();
//printf(vertexSource);
//printf(fragmentSource);
unsigned int vertex, fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vertexSource,NULL);
glCompileShader(vertex);
CheckCompileErrors(vertex,"VERTEX");
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fragmentSource, NULL);
glCompileShader(fragment);
CheckCompileErrors(fragment, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
CheckCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
catch (const std::exception&ex)
{
printf(ex.what());
}
}
void Shader::use() {
glUseProgram(ID);
}
void Shader::SetUniform3f(const char* paramNameString, glm::vec3 param)
{
glUniform3f(glGetUniformLocation(ID, paramNameString), param.x,param.y,param.z);
}
void Shader::SetUniform1f(const char* paramNameString, float param)
{
glUniform1f(glGetUniformLocation(ID, paramNameString), param);
}
void Shader::SetUniform1i(const char* paramNameString, int slot)
{
glUniform1i(glGetUniformLocation(ID, paramNameString), slot);
}
void Shader::CheckCompileErrors(unsigned int ID, std::string type) {
int success;
char infolog[512];
if (type != "PROGRAM") {
glGetShaderiv(ID, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID,512,NULL,infolog);
cout << "Shader.Compile.Error:\n" << infolog <<endl;
}
}
else
{
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(ID, 512, NULL, infolog);
cout << "Program.Linking.Error:\n" << infolog << endl;
}
}
}
//Shader::~Shader() {
//
//}