165 lines
6.1 KiB
C++

#pragma once
#include <GLM/gtc/type_ptr.hpp>
#include <fstream>
#include <sstream>
#include <iostream>
#include "shader.h"
#include "logger.h"
VertexShader::VertexShader(const std::string& source){
_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_VERTEX_SHADER);
compile(source);
}
void VertexShader::compile(const std::string& source) {
std::string codeStr;
std::ifstream file;
file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
file.open(source);
std::stringstream stream;
stream << file.rdbuf();
file.close();
codeStr = stream.str();
}
catch (std::ifstream::failure e) {
Logger::error("Failed to read vertex shader file");
}
const char* code = codeStr.c_str();
OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &code, nullptr);
OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
int success;
char infoLog[512];
OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
if (!success) {
OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
}
}
FragmentShader::FragmentShader(const std::string& source){
_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_FRAGMENT_SHADER);
compile(source);
}
void FragmentShader::compile(const std::string& source) {
std::string codeStr;
std::ifstream file;
file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
file.open(source);
std::stringstream stream;
stream << file.rdbuf();
file.close();
codeStr = stream.str();
}
catch (std::ifstream::failure e) {
Logger::error("Failed to read vertex shader file");
}
const char* code = codeStr.c_str();
OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &code, nullptr);
OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
int success;
char infoLog[512];
OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
if (!success) {
OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
}
}
GeometryShader::GeometryShader(const std::string& source) {
_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_GEOMETRY_SHADER);
compile(source);
}
void GeometryShader::compile(const std::string& source) {
std::string codeStr;
std::ifstream file;
file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
file.open(source);
std::stringstream stream;
stream << file.rdbuf();
file.close();
codeStr = stream.str();
}
catch (std::ifstream::failure e) {
Logger::error("Failed to read vertex shader file");
}
const char* code = codeStr.c_str();
OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &code, nullptr);
OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
int success;
char infoLog[512];
OPENGL_EXTRA_FUNCTIONS->glGetShaderiv(_shaderId, GL_COMPILE_STATUS, &success);
if (!success) {
OPENGL_EXTRA_FUNCTIONS->glGetShaderInfoLog(_shaderId, 512, nullptr, infoLog);
Logger::error("Vertex shader compilation failed: " + std::string(infoLog));
}
}
ShaderProgram::ShaderProgram() {
_programId = 0;
}
ShaderProgram::ShaderProgram(VertexShader vertexShader) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
vertexShader.dispose();
}
ShaderProgram::ShaderProgram(FragmentShader fragmentShader) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
fragmentShader.dispose();
}
ShaderProgram::ShaderProgram(GeometryShader geometryShader) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
geometryShader.dispose();
}
ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
vertexShader.dispose();
fragmentShader.dispose();
}
ShaderProgram::ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
vertexShader.dispose();
geometryShader.dispose();
}
ShaderProgram::ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
fragmentShader.dispose();
geometryShader.dispose();
}
ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
vertexShader.dispose();
fragmentShader.dispose();
geometryShader.dispose();
}