Added own shaders
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78
src/Shader.cpp
Normal file
78
src/Shader.cpp
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#include <fstream>
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#include <iostream>
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#include "Shader.hpp"
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Shader::Shader(const char* vertexShaderFileName, const char* fragmentShaderFileName) {
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shaderId = createShader(vertexShaderFileName, fragmentShaderFileName);
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}
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Shader::~Shader() {
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glDeleteProgram(shaderId);
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}
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void Shader::bind() {
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glUseProgram(shaderId);
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}
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void Shader::unbind() {
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glUseProgram(0);
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}
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GLuint Shader::compile(std::string shaderSource, GLenum shaderType) {
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GLuint id = glCreateShader(shaderType);
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const char* src = shaderSource.c_str();
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glShaderSource(id, 1, &src, nullptr);
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glCompileShader(id);
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int result;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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int length = 0;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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char* message = new char[length];
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glGetShaderInfoLog(id, length, &length, message);
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std::cout << "Shader Compilation Error" << message << std::endl;
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delete[] message;
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return 0;
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}
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return id;
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}
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std::string Shader::parse(const char* filename) {
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FILE* file;
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file = fopen(filename, "rb");
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if (file == nullptr) {
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std::cout << "File " << filename << " not found" << std::endl;
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}
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std::string contents;
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fseek(file, 0, SEEK_END);
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size_t filesize = ftell(file);
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rewind(file);
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contents.resize(filesize);
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fread(&contents[0], 1, filesize, file);
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fclose(file);
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return contents;
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}
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GLuint Shader::createShader(const char* vertexShaderFileName, const char* fragmentShaderFileName) {
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std::string vertexShaderSource = parse(vertexShaderFileName);
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std::string fragmentShaderSource = parse(fragmentShaderFileName);
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GLuint program = glCreateProgram();
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GLuint vert = compile(vertexShaderSource, GL_VERTEX_SHADER);
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GLuint frag = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
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glAttachShader(program, vert);
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glAttachShader(program, frag);
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glLinkProgram(program);
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// ATTENTION: use only for release
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// NOTE: if you do not detach and delete the program from the gpu, it's easier to debug if errors happen with the shaders
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// glDetachShader(program, vert);
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// glDetachShader(program, frag);
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// glDeleteShader(vert);
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// glDeleteShader(frag);
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return program;
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}
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