shader: make geometry shader not mandatory
parent
41275486a6
commit
6670f3b41c
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@ -34,60 +34,70 @@ public:
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gShaderFile.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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try
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{
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{
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std::stringstream vShaderStream, fShaderStream, gShaderStream;
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if(geometryPath){
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gShaderFile.open(geometryPath);
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gShaderStream << gShaderFile.rdbuf();
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gShaderFile.close();
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geometryCode = gShaderStream.str();
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}
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// open files
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// open files
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vShaderFile.open(vertexPath);
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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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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// read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.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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// close file handlers
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vShaderFile.close();
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vShaderFile.close();
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fShaderFile.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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// convert stream into string
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vertexCode = vShaderStream.str();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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fragmentCode = fShaderStream.str();
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geometryCode = gShaderStream.str();
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}
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}
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catch (std::ifstream::failure &e)
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catch (std::ifstream::failure &e)
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{
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
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}
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}
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const char *vShaderCode = vertexCode.c_str();
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// shader Program
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const char *fShaderCode = fragmentCode.c_str();
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ID = glCreateProgram();
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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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unsigned int vertex, fragment, geometry;
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// geometry shader
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if(geometryPath){
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const char *gShaderCode = geometryCode.c_str();
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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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glAttachShader(ID, geometry);
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}
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// vertex shader
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// vertex shader
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const char *vShaderCode = vertexCode.c_str();
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vertex = glCreateShader(GL_VERTEX_SHADER);
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glCompileShader(vertex);
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checkCompileErrors(vertex, "VERTEX");
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checkCompileErrors(vertex, "VERTEX");
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glAttachShader(ID, vertex);
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// fragment Shader
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// fragment Shader
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const char *fShaderCode = fragmentCode.c_str();
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "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, fragment);
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glAttachShader(ID, geometry);
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// Constructu the program
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glLinkProgram(ID);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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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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// 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(vertex);
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glDeleteShader(fragment);
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glDeleteShader(fragment);
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glDeleteShader(geometry);
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if(geometryPath) glDeleteShader(geometry);
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}
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}
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// activate the shader
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// activate the shader
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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