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shader.cpp
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#include "shader.h"
#include "stb_image.h"
Shader::Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath)
{
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
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
{
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();
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_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// Create shader program
ID = glCreateProgram();
GLuint vShader = addShader(ID, vertexCode.c_str(), GL_VERTEX_SHADER);
GLuint fShader = addShader(ID, fragmentCode.c_str(), GL_FRAGMENT_SHADER);
GLuint gShader = 0;
if(geometryPath != nullptr)
{
gShader = addShader(ID, geometryCode.c_str(), GL_GEOMETRY_SHADER);
}
glLinkProgram(ID);
checkCompileErrors(ID, GL_PROGRAM);
glDeleteShader(vShader);
glDeleteShader(fShader);
if(geometryPath != nullptr)
{
glDeleteShader(gShader);
}
}
Shader::~Shader()
{
clear();
}
std::string Shader::readFile(std::string filename)
{
std::fstream file(filename, std::ios::in);
if(!file.is_open())
{
std::cerr << "Failed to open file " << filename << std::endl;
return "";
}
std::stringstream buffer;
buffer << file.rdbuf();
file.close();
return buffer.str();
}
void Shader::loadTexture(std::string filename, GLuint *texture, GLenum target, GLenum textureParam, GLenum filterParam, GLint level, GLint internalFormat, GLint border, GLint format, GLenum type)
{
glGenTextures(1, texture);
glBindTexture(target, *texture);
// set the texture wrapping parameters
glTexParameteri(target, GL_TEXTURE_WRAP_S, textureParam); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(target, GL_TEXTURE_WRAP_T, textureParam);
// set texture filtering parameters
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filterParam);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filterParam);
// stbi_set_flip_vertically_on_load(true);
// Loading texture from local storage
int width, height, nrChannels;
unsigned char* data = nullptr;
data = stbi_load(filename.c_str(), &width, &height, &nrChannels, 0);
if(!data)
{
std::cout << "Failed to load texture" << std::endl;
return;
}
glTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
glGenerateMipmap(target);
free(data);
}
void Shader::unbind()
{
glUseProgram(0);
}
GLuint Shader::addShader(GLuint program, const char* shaderCode, GLenum shaderType)
{
GLuint shader = glCreateShader(shaderType);
// std::cout << "\nCompiling code:\n" << shaderCode;
const GLchar* src = shaderCode;
GLint length = strlen(shaderCode);
glShaderSource(shader, 1, &src, &length);
glCompileShader(shader);
checkCompileErrors(shader, shaderType);
glAttachShader(program, shader);
return shader;
// glDeleteShader(shader);
}
void Shader::checkCompileErrors(GLuint shader, GLenum type)
{
GLint success;
GLchar infoLog[1024];
if(type != GL_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;
}
}
}
void Shader::use()
{
glUseProgram(ID);
}
void Shader::clear()
{
if(ID != 0)
{
glDeleteProgram(ID);
ID = 0;
}
}
void Shader::enableDepth()
{
glEnable(GL_DEPTH_TEST);
}
void Shader::lockDepthBuffer()
{
glDepthMask(GL_FALSE);
}
void Shader::unlockDepthBuffer()
{
glDepthMask(GL_TRUE);
}
void Shader::depthFunctionality(GLenum functionality)
{
glDepthFunc(functionality);
}
void Shader::enableStencil()
{
glEnable(GL_STENCIL_TEST);
}
void Shader::lockStencilBuffer()
{
glStencilMask(0x00);
}
void Shader::unlockStencilBuffer()
{
glStencilMask(0xFF);
}
void Shader::stencilFunctionality(GLenum functionality, GLint reference, GLuint mask)
{
glStencilFunc(functionality, reference, mask);
}
void Shader::stencilOperation(GLenum sFail, GLenum dpFail, GLenum dpPass)
{
glStencilOp(sFail, dpFail, dpPass);
}
void Shader::setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const GLfloat* vector) const
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, vector);
}
void Shader::setVec3(const std::string &name, const GLfloat* vector) const
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, vector);
}
void Shader::setMatrix3fv(const std::string &name, GLsizei count, GLboolean transpose, glm::mat4 matrix) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), count, transpose, glm::value_ptr(matrix));
}
void Shader::setMatrix4fv(const std::string &name, GLsizei count, GLboolean transpose, glm::mat4 matrix) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), count, transpose, glm::value_ptr(matrix));
}