66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
#include <GL/glew.h>
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#include "shader.h"
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <filesystem>
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Shader::Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// ensure ifstream objects can throw exceptions:
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vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure& e)
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{
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std::__fs::filesystem::path currentPath = std::__fs::filesystem::current_path();
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std::cout << "Current path: " << currentPath << std::endl;
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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//compiling shaders
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unsigned int vertex, fragment;
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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//shader program
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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unsigned int Shader::programID(){
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return ID;
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} |