Add Shader class from learnopengl.com

This commit is contained in:
karl 2020-01-03 21:51:30 +01:00
parent 50e5a2b30c
commit 2cb10c9910
3 changed files with 142 additions and 1 deletions

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@ -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})

108
Shader.cpp Normal file
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@ -0,0 +1,108 @@
//
// Created by karl on 03.01.20.
//
#include "Shader.h"
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
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;
}
}
}

33
Shader.h Normal file
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@ -0,0 +1,33 @@
//
// Created by karl on 03.01.20.
//
#ifndef ECSGAME_SHADER_H
#define ECSGAME_SHADER_H
#include <string>
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