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Shader.h
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#ifndef SHADER_H
#define SHADER_H
#include <GL/glew.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
GLuint Program;
// Constructor generates the shader on the fly
Shader(const GLchar* vertexPath, const GLchar* fragmentPath, const GLchar* geometryPath = nullptr)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
// ensures ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
// If geometry shader path is present, also load a geometry shader
if(geometryPath != nullptr)
{
gShaderFile.open(geometryPath);
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar * fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// If geometry shader is given, compile geometry shader
GLuint geometry;
if(geometryPath != nullptr)
{
const GLchar * gShaderCode = geometryCode.c_str();
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
}
// Shader Program
this->Program = glCreateProgram();
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
if(geometryPath != nullptr)
glAttachShader(this->Program, geometry);
glLinkProgram(this->Program);
checkCompileErrors(this->Program, "PROGRAM");
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
if(geometryPath != nullptr)
glDeleteShader(geometry);
}
// Uses the current shader
void Use() { glUseProgram(this->Program); }
private:
void checkCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
if(type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "| ERROR::::SHADER-COMPILATION-ERROR of type: " << type << "|\n" << infoLog << "\n| -- --------------------------------------------------- -- |" << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "| ERROR::::PROGRAM-LINKING-ERROR of type: " << type << "|\n" << infoLog << "\n| -- --------------------------------------------------- -- |" << std::endl;
}
}
}
};
#endif