#include"shaderClass.h"
std::string get_file_contents(const char* filename)
{
std::ifstream in(filename, std::ios::binary);
if (in)
{
std::string contents;
in.seekg(0, std::ios::end);
contents.resize(in.tellg());
in.seekg(0, std::ios::beg);
in.read(&contents[0], contents.size());
in.close();
std::cout << filename << " setup complete.." << std::endl;
return(contents);
}
else {
std::cout << "Couldnt find shader files, checking up a directory..." << std::endl;
std::string newFilename = std::string("../") + filename;
std::ifstream in(newFilename.c_str(), std::ios::binary);
if (in)
{
std::string contents;
in.seekg(0, std::ios::end);
contents.resize(in.tellg());
in.seekg(0, std::ios::beg);
in.read(&contents[0], contents.size());
in.close();
std::cout << "shader setup complete..." << std::endl;
return(contents);
}
else {
std::cout << "STILL cannot find shaders..." << std::endl;
}
}
exit(69);
}
// Constructor that build the Shader Program from 2 different shaders
Shader::Shader(const char* vertexFile, const char* fragmentFile)
{
// Read vertexFile and fragmentFile and store the strings
std::string vertexCode = get_file_contents(vertexFile);
std::string fragmentCode = get_file_contents(fragmentFile);
// Convert the shader source strings into character arrays
const char* vertexSource = vertexCode.c_str();
const char* fragmentSource = fragmentCode.c_str();
// Create Vertex Shader Object and get its reference
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// Attach Vertex Shader source to the Vertex Shader Object
glShaderSource(vertexShader, 1, &vertexSource, NULL);
// Compile the Vertex Shader into machine code
glCompileShader(vertexShader);
// Checks if Shader compiled succesfully
compileErrors(vertexShader, "VERTEX");
// Create Fragment Shader Object and get its reference
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Attach Fragment Shader source to the Fragment Shader Object
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
// Compile the Vertex Shader into machine code
glCompileShader(fragmentShader);
// Checks if Shader compiled succesfully
compileErrors(fragmentShader, "FRAGMENT");
// Create Shader Program Object and get its reference
ID = glCreateProgram();
// Attach the Vertex and Fragment Shaders to the Shader Program
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
// Wrap-up/Link all the shaders together into the Shader Program
glLinkProgram(ID);
// Checks if Shaders linked succesfully
compileErrors(ID, "PROGRAM");
// Delete the now useless Vertex and Fragment Shader objects
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
// Activates the Shader Program
void Shader::Activate()
{
glUseProgram(ID);
}
// Deletes the Shader Program
void Shader::Delete()
{
glDeleteProgram(ID);
}
// Checks if the different Shaders have compiled properly
void Shader::compileErrors(unsigned int shader, const char* type)
{
// Stores status of compilation
GLint hasCompiled;
// Character array to store error message in
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &hasCompiled);
if (hasCompiled == GL_FALSE)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "SHADER_COMPILATION_ERROR for:" << type << "\n" << infoLog << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &hasCompiled);
if (hasCompiled == GL_FALSE)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "SHADER_LINKING_ERROR for:" << type << "\n" << infoLog << std::endl;
}
}
}