Files
crumpet-engine/OpenGL/shader.cpp
2018-09-17 13:43:26 +01:00

94 lines
2.2 KiB
C++

#include "shader.h"
Shader::Shader(std::string path) {
std::string vertexPath = path + "_vertex.glsl";
std::string fragmentPath = path + "_fragment.glsl";
m_program = glCreateProgram();
m_shaders[0] = CreateShader(LoadFile(vertexPath), GL_VERTEX_SHADER);
m_shaders[1] = CreateShader(LoadFile(fragmentPath), 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;
}
glBindAttribLocation(m_program, 0, "aPos");
glBindAttribLocation(m_program, 1, "aColor");
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);
}
std::string Shader::LoadFile(std::string path) {
std::ifstream file;
file.open((path).c_str());
std::string output;
std::string line;
if (file.is_open()) {
while (file.good()) {
getline(file, line);
output.append(line + "\n");
}
}
else {
std::cout << "Unable to load shader: " << path << std::endl;
}
std::cout << "Successfully loaded " + path << std::endl;
return output;
}
Shader::~Shader() {
for (unsigned int i = 0; i < NUM_SHADERS; i++) {
glDetachShader(m_program, m_shaders[i]);
glDeleteShader(m_shaders[i]);
}
glDeleteProgram(m_program);
}