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shaderClass.cpp
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77 lines (66 loc) · 2.14 KB
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#include "shaderClass.h"
// Reads a text file and outputs a string with everything in the text file
std::string get_file_contents(const char* filename){
std::ifstream file(filename);
std::string str;
std::string file_contents;
while (std::getline(file, str))
{
file_contents += str;
file_contents.push_back('\n');
}
return file_contents;
}
// Constructor that build the Shader Program from 2 different shaders
Shader::Shader(const char* vertexFile, const char* fragmentFile){
std::string vertexCode = get_file_contents(vertexFile);
std::string fragmentCode = get_file_contents(fragmentFile);
// Convert the shader source strings into character arrays
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);
compileErrors(vertexShader, "VERTEX");
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
compileErrors(vertexShader, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
// Delete the now useless Vertex and Fragment Shader objects
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Shader::Activate(){
glUseProgram(ID);
}
void Shader::Delete(){
glDeleteProgram(ID);
}
void Shader::compileErrors(unsigned int shader, const char* type){
// Stores status of compilation
GLint hasCompiled;
// Character array to store error message in
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" << infoLog << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &hasCompiled);
if (hasCompiled == GL_FALSE)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "SHADER_LINKING_ERROR for:" << type << "\n" << infoLog << std::endl;
}
}
}