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shader.hpp
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#pragma once
#include <fstream>
enum TypeShader
{
VERTEX_SHADER = GL_VERTEX_SHADER,
FRAGMENT_SHADER = GL_FRAGMENT_SHADER,
GEOMETRY_SHADER = GL_GEOMETRY_SHADER
};
class Shader
{
public:
Shader() : m_vertexShader(0), m_fragmentShader(0),
m_geometryShader(0), m_isVertexShader(false),
m_isFragmentShader(false), m_isGeometryShader(false)
{ }
~Shader() {}
void loadShader(const char *shader, TypeShader type)
{
if(type == TypeShader::VERTEX_SHADER)
{
// std::string vertexshader = getShaderReader(shader);
// const char *vertex_shader = vertexshader.c_str();
m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(m_vertexShader, 1, &shader, NULL);
glCompileShader(m_vertexShader);
shaderCompileStatus(m_vertexShader);
m_isVertexShader = true;
}
if(type == TypeShader::FRAGMENT_SHADER)
{
// std::string fragmentshader = getShaderReader(shader);
// const char *fragment_shader = fragmentshader.c_str();
m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_fragmentShader, 1, &shader, NULL);
glCompileShader(m_fragmentShader);
shaderCompileStatus(m_fragmentShader);
m_isFragmentShader = true;
}
if(type == TypeShader::GEOMETRY_SHADER)
{
std::string geometryshader = getShaderReader(shader);
const char *geometry_shader = geometryshader.c_str();
m_geometryShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(m_geometryShader, 1, &geometry_shader, NULL);
glCompileShader(m_geometryShader);
m_isGeometryShader = true;
}
}
void useShaderProgram()
{
glUseProgram(m_id);
}
GLuint getShaderProgram()
{
return m_id;
}
void createShaderProgram()
{
m_id = glCreateProgram();
if(m_isVertexShader)
{
glAttachShader(m_id, m_vertexShader);
}
if(m_isFragmentShader)
{
glAttachShader(m_id, m_fragmentShader);
}
if(m_isGeometryShader)
{
glAttachShader(m_id, m_geometryShader);
}
glLinkProgram(m_id);
programCompileStatus(m_id);
}
std::string getShaderReader(const std::string &shader)
{
std::ifstream file(shader);
std::stringstream buffer;
if(file.is_open())
{
buffer << file.rdbuf();
}
else
{
std::cerr << "Cannot open file! " << ""<< shader << ""<< std::endl;
}
std::string contents(buffer.str());
return contents;
}
void setUniformMatrix4x4(const std::string &type, const glm::mat4 &matrix)
{
glUniformMatrix4fv(glGetUniformLocation(m_id, type.c_str()), 1, GL_FALSE, &matrix[0][0]);
}
void setUniformInt(const std::string &type, const GLint value)
{
glUniform1i(glGetUniformLocation(m_id, type.c_str()), value);
}
void setUniformFloat(const std::string &type, const GLfloat value)
{
glUniform1f(glGetUniformLocation(m_id, type.c_str()), value);
}
void setUnifromVec2(const std::string &type, const glm::vec3 &value)
{
glUniform2f(glGetUniformLocation(m_id, type.c_str()), value.x, value.y);
}
void setUnifromVec2(const std::string &type, const float &x, const float &y)
{
glUniform2f(glGetUniformLocation(m_id, type.c_str()), x, y);
}
void setUnifromVec3(const std::string &type, const glm::vec3 value)
{
glUniform3fv(glGetUniformLocation(m_id, type.c_str()), 1, &value[0]);
}
void setUnifromVec3(const std::string &type, const float &x, const float &y, const float &z)
{
glUniform3f(glGetUniformLocation(m_id, type.c_str()), x, y, z);
}
protected:
void shaderCompileStatus(GLuint shader)
{
GLint isCompiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if(!isCompiled)
{
int logLenght;
GLchar log[1024];
glGetShaderInfoLog(shader, 1024, &logLenght, log);
std::cerr << "[WARN] Shader compilation error : " << log <<
" - Log lenght: " << logLenght <<
"\n";
}
else
{
int logLenght;
GLchar log[1024];
glGetShaderInfoLog(shader, 1024, &logLenght, log);
std::cerr << "[INFO] Shader compilation success ! " << log <<
" - Log lenght: " << logLenght <<
"\n";
}
}
void programCompileStatus(GLuint program)
{
GLint isCompiled;
glGetProgramiv(program, GL_LINK_STATUS, &isCompiled);
if(!isCompiled)
{
int logLenght;
GLchar log[1024];
glGetProgramInfoLog(program, 1024, &logLenght, log);
std::cerr << "[WARN] Program linker error : " << log <<
" - Log lenght: " << logLenght <<
"\n";
}
else
{
int logLenght;
GLchar log[1024];
glGetProgramInfoLog(program, 1024, &logLenght, log);
std::cerr << "[INFO] Pogram linker success ! " << log <<
" - Log lenght: " << logLenght <<
"\n";
}
}
private:
// Shader program id
GLuint m_id;
GLuint m_vertexShader;
GLuint m_fragmentShader;
GLuint m_geometryShader;
bool m_isVertexShader;
bool m_isFragmentShader;
bool m_isGeometryShader;
};