Files
crumpet-engine/OpenGL/shader.cpp

80 lines
2.0 KiB
C++

#include "headers/shader.h"
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.25f, 1.0f, 0.49f, 1.0f);\n"
"}\n\0";
Shader::Shader() {
m_program = glCreateProgram();
m_shaders[0] = CreateShader(vertexShaderSource, GL_VERTEX_SHADER);
m_shaders[1] = CreateShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
for (unsigned int i = 0; i < NUM_SHADERS; i++) {
glAttachShader(m_program, m_shaders[i]);
std::cout << "Shader successfully attatched" << std::endl;
}
glLinkProgram(m_program);
int success;
char infoLog[512];
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(m_program, 512, NULL, infoLog);
std::cout << "Shader program linking failed" << infoLog << std::endl;
}
else {
std::cout << "Shader(s) successfully linked" << std::endl;
std::cout << "Shader program successfully loadedd" << std::endl;
}
}
GLuint Shader::CreateShader(const std::string& text, GLenum shaderType) {
GLuint shader = glCreateShader(shaderType);
if (shader == 0) {
std::cout << "Error creating shader" << std::endl;
}
const GLchar* sourceString[1];
sourceString[0] = text.c_str();
glShaderSource(shader, 1, sourceString, NULL);
glCompileShader(shader);
int success;
char infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cout << "Shader compilation failed" << infoLog << std::endl;
}
else {
std::cout << "Shader successfully compiled" << std::endl;
}
return shader;
}
void Shader::Bind() {
glUseProgram(m_program);
}
Shader::~Shader() {
for (unsigned int i = 0; i < NUM_SHADERS; i++) {
glDetachShader(m_program, m_shaders[i]);
glDeleteShader(m_shaders[i]);
}
glDeleteProgram(m_program);
}