shader.hpp: add geometry shader support
parent
bff9e6ad4f
commit
ea036f403c
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@ -19,31 +19,38 @@ 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 *vertexPath, const char *fragmentPath)
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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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std::stringstream vShaderStream, fShaderStream;
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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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@ -51,8 +58,9 @@ public:
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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;
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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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@ -63,15 +71,23 @@ public:
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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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