diff --git a/CMakeLists.txt b/CMakeLists.txt index 6d75475..550fb89 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -6,7 +6,7 @@ set(CMAKE_CXX_STANDARD 17) find_package(OpenGL REQUIRED) find_package(glfw3 REQUIRED) -add_executable(ecsgame glad.c main.cpp) +add_executable(ecsgame glad.c main.cpp Shader.cpp Shader.h) include_directories(${OPENGL_INCLUDE_DIRS}) diff --git a/Shader.cpp b/Shader.cpp new file mode 100644 index 0000000..5bd4417 --- /dev/null +++ b/Shader.cpp @@ -0,0 +1,108 @@ +// +// Created by karl on 03.01.20. +// + +#include "Shader.h" +#include + +#include +#include +#include +#include + +Shader::Shader(const char *vertexPath, const char *fragmentPath) { + // 1. retrieve the vertex/fragment source code from filePath + std::string vertexCode; + std::string fragmentCode; + std::ifstream vShaderFile; + std::ifstream fShaderFile; + + // ensure ifstream objects can throw exceptions: + vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); + fShaderFile.exceptions(std::ifstream::failbit | 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 char *vShaderCode = vertexCode.c_str(); + const char *fShaderCode = fragmentCode.c_str(); + + // 2. compile shaders + unsigned int vertex, fragment; + + // vertex shader + vertex = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex, 1, &vShaderCode, NULL); + glCompileShader(vertex); + checkCompileErrors(vertex, "VERTEX"); + + // fragment Shader + fragment = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment, 1, &fShaderCode, NULL); + glCompileShader(fragment); + checkCompileErrors(fragment, "FRAGMENT"); + + // shader Program + ID = glCreateProgram(); + glAttachShader(ID, vertex); + glAttachShader(ID, fragment); + glLinkProgram(ID); + checkCompileErrors(ID, "PROGRAM"); + + // delete the shaders as they're linked into our program now and no longer necessary + glDeleteShader(vertex); + glDeleteShader(fragment); + +} + +void Shader::use() { + glUseProgram(ID); +} + +void Shader::setBool(const std::string &name, bool value) const { + glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value); +} + +void Shader::setInt(const std::string &name, int value) const { + glUniform1i(glGetUniformLocation(ID, name.c_str()), value); +} + +void Shader::setFloat(const std::string &name, float value) const { + glUniform1f(glGetUniformLocation(ID, name.c_str()), value); +} + +void Shader::checkCompileErrors(unsigned int shader, const std::string &type) { + int success; + char infoLog[1024]; + if (type != "PROGRAM") { + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + if (!success) { + glGetShaderInfoLog(shader, 1024, nullptr, infoLog); + std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog + << "\n -- --------------------------------------------------- -- " << std::endl; + } + } else { + glGetProgramiv(shader, GL_LINK_STATUS, &success); + if (!success) { + glGetProgramInfoLog(shader, 1024, nullptr, infoLog); + std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog + << "\n -- --------------------------------------------------- -- " << std::endl; + } + } +} diff --git a/Shader.h b/Shader.h new file mode 100644 index 0000000..b99a9bb --- /dev/null +++ b/Shader.h @@ -0,0 +1,33 @@ +// +// Created by karl on 03.01.20. +// + +#ifndef ECSGAME_SHADER_H +#define ECSGAME_SHADER_H + +#include + +class Shader { +public: + // the program ID + unsigned int ID; + + // constructor reads and builds the shader + Shader(const char *vertexPath, const char *fragmentPath); + + // use/activate the shader + void use(); + + // utility uniform functions + void setBool(const std::string &name, bool value) const; + + void setInt(const std::string &name, int value) const; + + void setFloat(const std::string &name, float value) const; + +private: + static void checkCompileErrors(unsigned int shader, const std::string &type); +}; + + +#endif //ECSGAME_SHADER_H