summaryrefslogtreecommitdiffstats
path: root/src/Shader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/Shader.cpp')
-rw-r--r--src/Shader.cpp115
1 files changed, 5 insertions, 110 deletions
diff --git a/src/Shader.cpp b/src/Shader.cpp
index 9447131..08866e1 100644
--- a/src/Shader.cpp
+++ b/src/Shader.cpp
@@ -5,114 +5,8 @@
#include <easylogging++.h>
-Shader::Shader(const GLchar *vertexPath, const GLchar *fragmentPath, const GLchar *geometryPath) {
- vertex = vertexPath;
- fragment = fragmentPath;
-
- std::string vertexCode;
- std::string fragmentCode;
- std::string geometryCode;
- std::ifstream vShaderFile;
- std::ifstream fShaderFile;
- std::ifstream gShaderFile;
-
- vShaderFile.exceptions(std::ifstream::failbit);
- fShaderFile.exceptions(std::ifstream::failbit);
- gShaderFile.exceptions(std::ifstream::failbit);
- try {
- vShaderFile.open(vertexPath);
- fShaderFile.open(fragmentPath);
- if (geometryPath != nullptr)
- gShaderFile.open(geometryPath);
- std::stringstream vShaderStream, fShaderStream, gShaderStream;
-
- vShaderStream << vShaderFile.rdbuf();
- fShaderStream << fShaderFile.rdbuf();
- if (geometryPath != nullptr)
- gShaderStream << gShaderFile.rdbuf();
-
- vShaderFile.close();
- fShaderFile.close();
- if (geometryPath != nullptr)
- gShaderFile.close();
-
- vertexCode = vShaderStream.str();
- fragmentCode = fShaderStream.str();
- if (geometryPath != nullptr)
- geometryCode = gShaderStream.str();
- }
- catch (std::ifstream::failure e) {
- LOG(ERROR) << "Shader source not readed";
- }
- const GLchar *vShaderCode = vertexCode.c_str();
- const GLchar *fShaderCode = fragmentCode.c_str();
- const GLchar *gShaderCode = geometryCode.c_str();
-
- GLuint vertex, fragment, geometry;
- GLint success;
- GLchar infoLog[512];
- vertex = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex, 1, &vShaderCode, NULL);
- glCompileShader(vertex);
-
- glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(vertex, 512, NULL, infoLog);
- LOG(ERROR) << "Vertex shader compilation failed: " << infoLog;
- };
-
- fragment = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment, 1, &fShaderCode, NULL);
- glCompileShader(fragment);
-
- glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(fragment, 512, NULL, infoLog);
- LOG(ERROR) << "Fragment shader compilation failed: " << infoLog;
- };
-
- if (geometryPath != nullptr) {
- geometry = glCreateShader(GL_GEOMETRY_SHADER);
- glShaderSource(geometry, 1, &gShaderCode, NULL);
- glCompileShader(geometry);
-
- glGetShaderiv(geometry, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(geometry, 512, NULL, infoLog);
- LOG(ERROR) << "Geometry shader compilation failed: " << infoLog;
- };
- }
-
- this->Program = glCreateProgram();
- glAttachShader(this->Program, vertex);
- glAttachShader(this->Program, fragment);
- if (geometryPath != nullptr)
- glAttachShader(this->Program, geometry);
- glLinkProgram(this->Program);
- glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
- LOG(FATAL) << "Shader program not linked: " << infoLog;
- }
-
- glDeleteShader(vertex);
- glDeleteShader(fragment);
-}
-
-void Shader::Use() {
- glUseProgram(this->Program);
-}
-
-void Shader::Reload() {
- const GLchar *vertexPath = vertex;
- const GLchar *fragmentPath = fragment;
- this->~Shader();
- new(this) Shader(vertexPath, fragmentPath);
- LOG(INFO) << "Shader is realoded!";
-}
-
-GLuint NewShader::GetUniformLocation(const std::string &name) {
+GLuint Shader::GetUniformLocation(const std::string &name) {
auto it = uniforms.find(name);
if (it == uniforms.end()) {
LOG(ERROR) << "Accessed not existing uniform " << name;
@@ -121,7 +15,7 @@ GLuint NewShader::GetUniformLocation(const std::string &name) {
return it->second;
}
-NewShader::NewShader(const std::string &vertSource, const std::string &fragSource, const std::vector<std::string> &uniformsNames)
+Shader::Shader(const std::string &vertSource, const std::string &fragSource, const std::vector<std::string> &uniformsNames)
{
bool vertFailed = false, fragFailed = false, linkFailed = false, uniformsFailed = false;
const GLchar *vertSourcePtr = vertSource.c_str();
@@ -173,6 +67,7 @@ NewShader::NewShader(const std::string &vertSource, const std::string &fragSourc
if (linkFailed)
throw std::runtime_error("Shader not linked");
+ glUseProgram(program);
for (auto &it : uniformsNames) {
GLuint location = glGetUniformLocation(program, it.c_str());
@@ -186,13 +81,13 @@ NewShader::NewShader(const std::string &vertSource, const std::string &fragSourc
}
}
-NewShader::~NewShader()
+Shader::~Shader()
{
if (program)
glDeleteProgram(program);
}
-void NewShader::Activate()
+void Shader::Activate()
{
glUseProgram(program);
}