2022-11-10 19:47:39 +01:00
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#ifndef SHADER_H
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#define SHADER_H
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#include <glad/glad.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 <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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class Shader
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{
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public:
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unsigned int ID;
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// constructor generates the shader on the fly
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// ------------------------------------------------------------------------
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Shader(const char* geometryPath, const char *vertexPath, const char *fragmentPath)
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{
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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std::ifstream gShaderFile;
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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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gShaderFile.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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gShaderFile.open(geometryPath);
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std::stringstream vShaderStream, fShaderStream, gShaderStream;
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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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gShaderStream << gShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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gShaderFile.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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geometryCode = gShaderStream.str();
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}
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catch (std::ifstream::failure &e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << 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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const char *gShaderCode = geometryCode.c_str();
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// 2. compile shaders
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unsigned int vertex, fragment, geometry;
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// vertex shader
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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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checkCompileErrors(vertex, "VERTEX");
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// fragment Shader
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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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checkCompileErrors(fragment, "FRAGMENT");
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// geometry shader
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geometry = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geometry, 1, &gShaderCode, NULL);
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glCompileShader(geometry);
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checkCompileErrors(geometry, "GEOMETRY");
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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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glAttachShader(ID, geometry);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessary
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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glDeleteShader(geometry);
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}
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// activate the shader
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// ------------------------------------------------------------------------
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void use()
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{
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glUseProgram(ID);
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}
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// utility uniform functions
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// ------------------------------------------------------------------------
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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2023-03-26 22:16:34 +02:00
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void setVec3(const std::string &name, glm::vec3 value) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z);
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}
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void setMat4(const std::string &name, glm::mat4 value) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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}
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private:
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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void checkCompileErrors(unsigned int shader, std::string type)
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{
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int success;
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char infoLog[1024];
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if (type != "PROGRAM")
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
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<< infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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else
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{
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
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<< infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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}
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};
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#endif
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