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87 lines (68 loc) · 2.34 KB
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Copy pathShader.cpp
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87 lines (68 loc) · 2.34 KB
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#include "Shader.h"
#include <iostream>
#include <fstream>
#include <sstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
using namespace std;
Shader::Shader(const char* vertexPath, const char* fragmentPath){
ifstream vertexFile;
ifstream fragmentFile;
stringstream vertexSStream;
stringstream fragmentSStream;
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);
vertexFile.exceptions(ifstream::failbit | ifstream::badbit);
fragmentFile.exceptions(ifstream::failbit | ifstream::badbit);
try{
if(!vertexFile.is_open() || !fragmentFile.is_open()){
throw std::runtime_error("open file error");
}
vertexSStream << vertexFile.rdbuf();
fragmentSStream << fragmentFile.rdbuf();
vertexString = vertexSStream.str();
fragmentString = fragmentSStream.str();
vertexSource = vertexString.c_str();
fragmentSource = fragmentString.c_str();
unsigned int vertex, fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vertexSource, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fragmentSource, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
catch(const std::exception& ex){
std::cerr << "Shader error: " << ex.what() << std::endl;
}
}
void Shader::use() {
glUseProgram(ID);
}
void Shader::checkCompileErrors(unsigned int ID, std::string type){
int success;
char infoLog[512];
if(type!= "PROGRAM"){
glGetShaderiv(ID, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(ID, 512, NULL, infoLog);
cout << "shader compile error: " << infoLog << endl;
}
}
else{
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if(!success){
glGetProgramInfoLog(ID, 512, NULL, infoLog);
cout << "program linking error: " << infoLog << endl;
}
}
}