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Shader_PBR.cpp
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121 lines (97 loc) · 2.82 KB
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#include "Shader_PBR.h"
#define GLEW_STATIC
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <sstream>
using namespace std;
Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
ifstream vertexFile;
ifstream fragmentFile;
stringstream vertexSStream;
stringstream fragmentSStream;
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);
vertexFile.exceptions(ifstream::failbit | ifstream::badbit);
fragmentFile.exceptions(ifstream::failbit | ifstream::badbit);
try
{
if (!vertexFile.is_open() || !fragmentFile.is_open())
{
throw exception("Open file error!");
}
vertexSStream << vertexFile.rdbuf();
fragmentSStream << fragmentFile.rdbuf();
vertexString = vertexSStream.str();
fragmentString = fragmentSStream.str();
vertexSource = vertexString.c_str();
fragmentSource = fragmentString.c_str();
//cout << vertexSource << endl;
//cout << fragmentSource << endl;
unsigned int vertex, fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vertexSource, NULL);
glCompileShader(vertex);
checkComplieErrors(vertex, "VERTEX");
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fragmentSource, NULL);
glCompileShader(fragment);
checkComplieErrors(fragment, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkComplieErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
catch (const std::exception& ex)
{
cout << ex.what() << endl;
}
}
void Shader::use()
{
glUseProgram(ID);
}
void Shader::SetUniform3f(const char* paramNameString, glm::vec3 param)
{
glUniform3f(glGetUniformLocation(ID, paramNameString), param.x, param.y, param.z);
}
void Shader::SetUniform1f(const char* paramNameString, float param)
{
glUniform1f(glGetUniformLocation(ID, paramNameString), param);
}
void Shader::SetUniform1i(const char* paramNameString, int slot)
{
glUniform1i(glGetUniformLocation(ID, paramNameString), slot);
}
void Shader::SetMatrix(const char* paramNameString, glm::mat4 matrix)
{
glUniformMatrix4fv(glGetUniformLocation(ID, paramNameString), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::checkComplieErrors(unsigned int ID, string type)
{
int success;
char infolog[512];
if (type != "PROGRAM")
{
glGetShaderiv(ID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(ID, 512, NULL, infolog);
cout << "shader compile error: " << infolog << endl;
}
}
else
{
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(ID, 512, NULL, infolog);
cout << "program linking error: " << infolog << endl;
}
}
}