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shader.cpp
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#include "shader.h"
#include "stb_image.h"
Shader::Shader(const char* vertexLocation, const char* fragmentLocation)
{
ID = 0;
// Read shader source code from files
std::string vertexShaderSource = readFile(vertexLocation);
std::string fragmentShaderSource = readFile(fragmentLocation);
compileShader(vertexShaderSource.c_str(), fragmentShaderSource.c_str());
}
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);
}
void Shader::addShader(GLuint program, const char* shaderCode, GLenum shaderType)
{
GLuint shader = glCreateShader(shaderType);
const GLchar* src = shaderCode;
GLint length = strlen(shaderCode);
glShaderSource(shader, 1, &src, &length);
glCompileShader(shader);
GLint success = 0;
GLchar error[1024] = { 0 };
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
std::cerr << "Failed to compile shader" << std::endl;
glGetShaderInfoLog(shader, sizeof(error), nullptr, error);
std::cerr << "Error:\n" << error << std::endl;
return;
}
glAttachShader(program, shader);
glDeleteShader(shader);
}
void Shader::compileShader(const char* vertexCode, const char* fragmentCode)
{
// Create shader program
ID = glCreateProgram();
if(!ID)
{
std::cerr << "Failed to create shader program" << std::endl;
return;
}
addShader(ID, vertexCode, GL_VERTEX_SHADER);
addShader(ID, fragmentCode, GL_FRAGMENT_SHADER);
// Link the program
glLinkProgram(ID);
GLint success;
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if(!success)
{
char error[1024];
glGetProgramInfoLog(ID, sizeof(error), nullptr, error);
std::cerr << "Program linking error:\n" << error << std::endl;
return;
}
// Validate the program
glValidateProgram(ID);
glGetProgramiv(ID, GL_VALIDATE_STATUS, &success);
if(!success)
{
char error[1024];
glGetProgramInfoLog(ID, sizeof(error), nullptr, error);
std::cerr << "Program validation error:\n" << error << std::endl;
return;
}
}
void Shader::use()
{
glUseProgram(ID);
}
void Shader::clear()
{
if(ID != 0)
{
glDeleteProgram(ID);
ID = 0;
}
}
void Shader::enableDepth()
{
glEnable(GL_DEPTH_TEST);
}
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::setMatrix4fv(const std::string &name, GLsizei count, GLboolean transpose, const GLfloat *value) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), count, transpose, value);
}