Files
learnopengl/src/core/shader.cpp

86 lines
2.6 KiB
C++
Executable File

#include "core/shader.hpp"
#include <iostream>
Shader::Shader() : shaderProgramID(0), vertexShaderID(0), fragmentShaderID(0) {}
void Shader::compile(const char* vertexSource, const char* fragmentSource)
{
if (this->shaderProgramID != 0) glDeleteProgram(this->shaderProgramID);
this->vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
this->fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
this->shaderProgramID = glCreateProgram();
this->addVertShader(vertexSource);
this->addFragShader(fragmentSource);
this->compileInProgram();
}
void Shader::addVertShader(const char* vertexSource)
{
glShaderSource(this->vertexShaderID, 1, &vertexSource, nullptr);
glCompileShader(this->vertexShaderID);
GLint success;
glGetShaderiv(this->vertexShaderID, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar infoLog[1024];
glGetShaderInfoLog(this->vertexShaderID, 1024, nullptr, infoLog);
std::cerr << "ERROR(SHADER): VERTEX COMPILATION FAILED (ID "
<< this->vertexShaderID << ")\n"
<< infoLog << std::endl;
}
}
void Shader::addFragShader(const char* fragmentSource)
{
glShaderSource(this->fragmentShaderID, 1, &fragmentSource, nullptr);
glCompileShader(this->fragmentShaderID);
GLint success;
glGetShaderiv(this->fragmentShaderID, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar infoLog[1024];
glGetShaderInfoLog(this->fragmentShaderID, 1024, nullptr, infoLog);
std::cerr << "ERROR(SHADER): FRAGMENT COMPILATION FAILED (ID "
<< this->fragmentShaderID << ")\n"
<< infoLog << std::endl;
}
}
void Shader::compileInProgram()
{
glAttachShader(this->shaderProgramID, this->vertexShaderID);
glAttachShader(this->shaderProgramID, this->fragmentShaderID);
glLinkProgram(this->shaderProgramID);
GLint success;
glGetProgramiv(this->shaderProgramID, GL_LINK_STATUS, &success);
if (!success)
{
GLchar infoLog[1024];
glGetProgramInfoLog(this->shaderProgramID, 1024, nullptr, infoLog);
std::cerr << "ERROR(SHADER): LINKING FAILED (Program ID "
<< this->shaderProgramID << ")\n"
<< infoLog << std::endl;
}
glDetachShader(this->shaderProgramID, this->vertexShaderID);
glDetachShader(this->shaderProgramID, this->fragmentShaderID);
glDeleteShader(this->vertexShaderID);
glDeleteShader(this->fragmentShaderID);
}
Shader::~Shader() { glDeleteProgram(this->shaderProgramID); }
void Shader::use() const { glUseProgram(this->shaderProgramID); }
GLuint Shader::getShaderProgramID() const { return this->shaderProgramID; }