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