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October 25, 2020 10:20
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OpenGL Vertex and Fragment Shader Loader and Manager
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#ifndef SHADER_H | |
#define SHADER_H | |
#include <string> | |
#include <fstream> | |
#include <sstream> | |
#include <iostream> | |
#define GLEW_STATIC | |
#include <GL/glew.h> | |
class Shader | |
{ | |
public: | |
GLuint Program; | |
// Constructor generates the shader on the fly | |
Shader(const GLchar* vertexPath, const GLchar* fragmentPath) | |
{ | |
// 1. Retrieve the vertex/fragment source code from filePath | |
std::string vertexCode; | |
std::string fragmentCode; | |
std::ifstream vShaderFile; | |
std::ifstream fShaderFile; | |
// ensures ifstream objects can throw exceptions: | |
vShaderFile.exceptions(std::ifstream::badbit); | |
fShaderFile.exceptions(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(); | |
} | |
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); | |
// Print compile errors if any | |
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); | |
if (!success) | |
{ | |
glGetShaderInfoLog(vertex, 512, NULL, infoLog); | |
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; | |
} | |
// Fragment Shader | |
fragment = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fragment, 1, &fShaderCode, NULL); | |
glCompileShader(fragment); | |
// Print compile errors if any | |
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); | |
if (!success) | |
{ | |
glGetShaderInfoLog(fragment, 512, NULL, infoLog); | |
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; | |
} | |
// Shader Program | |
this->Program = glCreateProgram(); | |
glAttachShader(this->Program, vertex); | |
glAttachShader(this->Program, fragment); | |
glLinkProgram(this->Program); | |
// Print linking errors if any | |
glGetProgramiv(this->Program, GL_LINK_STATUS, &success); | |
if (!success) | |
{ | |
glGetProgramInfoLog(this->Program, 512, NULL, infoLog); | |
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; | |
} | |
// Delete the shaders as they're linked into our program now and no longer necessary | |
glDeleteShader(vertex); | |
glDeleteShader(fragment); | |
} | |
// Uses the current shader | |
void Use() | |
{ | |
glUseProgram(this->Program); | |
} | |
}; | |
#endif |
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