GraphicsTest/shader.cpp
2024-11-17 23:23:25 -06:00

119 lines
3.5 KiB
C++

#include "Shader.h"
namespace NB{
ShaderError::ShaderError(
const std::string& msg,
const char* shad,
const std::string& file,
int line
) : std::runtime_error(formatString(msg, shad, file, line)) {}
std::string ShaderError::formatString(
const std::string& msg,
const char* shad,
const std::string& file,
int line
) {
std::string ret = "";
if (file != "") {
ret += "In file " + file;
if (line >= 0) {
ret += " at line " + std::to_string(line);
}
ret += ":\n\t";
}
ret += msg;
if (shad != nullptr) {
ret += " with shader error: " + std::string(shad);
}
return ret;
}
Shader::Shader(const char* vertexPath, const char* fragmentPath) {
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) {
throw ShaderError("Could not read Shader files.");
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertex, fragment;
int success;
char infoLog[512];
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
throw ShaderError("Could not compile Vertex shader", infoLog);
}
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
throw ShaderError("Could not compile Fragment shader", infoLog);
}
id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
glLinkProgram(id);
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(id, 512, NULL, infoLog);
throw ShaderError("Could not link shader program", infoLog);
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
Shader::Shader() { id = 0x0; }
Shader::Shader(const Shader& cpy_shader) { id = cpy_shader.id; }
Shader& Shader::operator=(const Shader& cpy_shader) { id = cpy_shader.id; return *this; }
void Shader::use() const{
glUseProgram(id);
}
void Shader::setBool(const std::string& name, bool value) const {
glUniform1i(glGetUniformLocation(id, name.c_str()), (int)value);
}
void Shader::setInt(const std::string& name, int value) const {
glUniform1i(glGetUniformLocation(id, name.c_str()), (int)value);
}
void Shader::setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(id, name.c_str()), (int)value);
}
void Shader::setMat4(const std::string& name, glm::mat4& value) const {
glUniformMatrix4fv(glGetUniformLocation(id, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
}