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Shader.cpp
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#include "Header Files/Include.h"
Shader::Shader(const GLchar* VertexShaderFile, const GLchar* FragmentShaderFile)
{
GLuint vs = LoadShader(GL_VERTEX_SHADER, VertexShaderFile);
GLuint fs = LoadShader(GL_FRAGMENT_SHADER, FragmentShaderFile);
m_shaderProgram = glCreateProgram();
glAttachShader(m_shaderProgram, vs);
glAttachShader(m_shaderProgram, fs);
glLinkProgram(m_shaderProgram);
glDetachShader(m_shaderProgram, vs);
glDetachShader(m_shaderProgram, fs);
glDeleteShader(vs);
glDeleteShader(fs);
GLsizei size = 0;
GLchar test[1000];
glGetProgramInfoLog(m_shaderProgram, 1000, &size, test);
for (GLsizei i = 0; i < size; i++) {
cout << test[i];
}
}
Shader::Shader(const GLchar* VertexShaderFile, const GLchar* GeoShaderFile, const GLchar* FragmentShaderFile)
{
GLuint vs = LoadShader(GL_VERTEX_SHADER, VertexShaderFile);
GLuint gs = LoadShader(GL_GEOMETRY_SHADER, GeoShaderFile);
GLuint fs = LoadShader(GL_FRAGMENT_SHADER, FragmentShaderFile);
m_shaderProgram = glCreateProgram();
glAttachShader(m_shaderProgram, vs);
glAttachShader(m_shaderProgram, gs);
glAttachShader(m_shaderProgram, fs);
glLinkProgram(m_shaderProgram);
glDetachShader(m_shaderProgram, vs);
glDetachShader(m_shaderProgram, gs);
glDetachShader(m_shaderProgram, fs);
glDeleteShader(vs);
glDeleteShader(gs);
glDeleteShader(fs);
GLsizei sizei = 0;
GLchar test[1000];
glGetProgramInfoLog(m_shaderProgram, 1000, &sizei, test);
for (GLsizei i = 0; i < sizei; i++) {
cout << test[i];
}
}
Shader::~Shader()
{
glDeleteProgram(m_shaderProgram);
}
inline GLuint Shader::LoadShader(GLenum ShaderType, const GLchar* fileName)
{
GLuint shader = glCreateShader(ShaderType);
ifstream shaderFile(fileName);
if (shaderFile.fail())
{
cout << "Not open" << endl;
}
string shaderText((istreambuf_iterator<char>(shaderFile)), istreambuf_iterator<char>());
shaderFile.close();
const char* shaderTextPtr = shaderText.c_str();
glShaderSource(shader, 1, &shaderTextPtr, nullptr);
glCompileShader(shader);
return shader;
}
void Shader::UseShader()
{
glUseProgram(0);
glUseProgram(m_shaderProgram);
m_activeProgram = m_shaderProgram;
}
GLuint Shader::GetShader() {
return m_shaderProgram;
}
GLint Shader::GetUniform(const GLchar* name)
{
if (m_activeProgram != m_shaderProgram)
throw printf("cant get uniform, shader not active");
GLint location = glGetUniformLocation(m_shaderProgram, name);
if (location == -1)
printf("cant find uniform '%s' in shader nr %d\n", name, m_shaderProgram);
return location;
}
void Shader::SetUniform(const GLchar* name, const int& value)
{
glUniform1i(GetUniform(name), value);
}
void Shader::SetUniform(const GLchar* name, const float& value)
{
glUniform1f(GetUniform(name), value);
}
void Shader::SetUniform(const GLchar* name, const glm::vec2& vector)
{
glUniform2fv(GetUniform(name), 1, value_ptr(vector));
}
void Shader::SetUniform(const GLchar* name, const glm::vec3& vector)
{
glUniform3fv(GetUniform(name), 1, value_ptr(vector));
}
void Shader::SetUniform(const GLchar* name, const glm::mat4& matrix)
{
glUniformMatrix4fv(GetUniform(name), 1, GL_FALSE, value_ptr(matrix));
}
void Shader::SetTexture2D(int id, const GLchar* name, GLuint texture)
{
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(GL_TEXTURE_2D, texture);
SetUniform(name, id);
}