From eff4455a9f362c9229c10fd416cfb5da0575e0d6 Mon Sep 17 00:00:00 2001 From: jpaone Date: Fri, 18 Feb 2022 20:11:35 -0700 Subject: [PATCH] Shader Class that can create a Shader Program consisting of Vertex, Tessellation Control & Evaluation, Geometry, and Fragment Shaders --- includes/learnopengl/shader_t.h | 235 ++++++++++++++++++++++++++++++++ 1 file changed, 235 insertions(+) create mode 100644 includes/learnopengl/shader_t.h diff --git a/includes/learnopengl/shader_t.h b/includes/learnopengl/shader_t.h new file mode 100644 index 0000000..6afa586 --- /dev/null +++ b/includes/learnopengl/shader_t.h @@ -0,0 +1,235 @@ +#ifndef SHADER_H +#define SHADER_H + +#include +#include + +#include +#include +#include +#include + +class Shader +{ +public: + unsigned int ID; + // constructor generates the shader on the fly + // ------------------------------------------------------------------------ + Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr, + const char* tessControlPath = nullptr, const char* tessEvalPath = nullptr) + { + // 1. retrieve the vertex/fragment source code from filePath + std::string vertexCode; + std::string fragmentCode; + std::string geometryCode; + std::string tessControlCode; + std::string tessEvalCode; + std::ifstream vShaderFile; + std::ifstream fShaderFile; + std::ifstream gShaderFile; + std::ifstream tcShaderFile; + std::ifstream teShaderFile; + // ensure ifstream objects can throw exceptions: + vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + tcShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + teShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + try + { + // open files + vShaderFile.open(vertexPath); + fShaderFile.open(fragmentPath); + std::stringstream vShaderStream, fShaderStream; + // read file's buffer contents into streams + vShaderStream << vShaderFile.rdbuf(); + fShaderStream << fShaderFile.rdbuf(); + // close file handlers + vShaderFile.close(); + fShaderFile.close(); + // convert stream into string + vertexCode = vShaderStream.str(); + fragmentCode = fShaderStream.str(); + // if geometry shader path is present, also load a geometry shader + if(geometryPath != nullptr) + { + gShaderFile.open(geometryPath); + std::stringstream gShaderStream; + gShaderStream << gShaderFile.rdbuf(); + gShaderFile.close(); + geometryCode = gShaderStream.str(); + } + if(tessControlPath != nullptr) { + tcShaderFile.open(tessControlPath); + std::stringstream tcShaderStream; + tcShaderStream << tcShaderFile.rdbuf(); + tcShaderFile.close(); + tessControlCode = tcShaderStream.str(); + } + if(tessEvalPath != nullptr) { + teShaderFile.open(tessEvalPath); + std::stringstream teShaderStream; + teShaderStream << teShaderFile.rdbuf(); + teShaderFile.close(); + tessEvalCode = teShaderStream.str(); + } + } + catch (std::ifstream::failure& e) + { + std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl; + } + const char* vShaderCode = vertexCode.c_str(); + const char * fShaderCode = fragmentCode.c_str(); + // 2. compile shaders + unsigned int vertex, fragment; + // vertex shader + vertex = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex, 1, &vShaderCode, NULL); + glCompileShader(vertex); + checkCompileErrors(vertex, "VERTEX"); + // fragment Shader + fragment = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment, 1, &fShaderCode, NULL); + glCompileShader(fragment); + checkCompileErrors(fragment, "FRAGMENT"); + // if geometry shader is given, compile geometry shader + unsigned int geometry; + if(geometryPath != nullptr) + { + const char * gShaderCode = geometryCode.c_str(); + geometry = glCreateShader(GL_GEOMETRY_SHADER); + glShaderSource(geometry, 1, &gShaderCode, NULL); + glCompileShader(geometry); + checkCompileErrors(geometry, "GEOMETRY"); + } + // if tessellation shader is given, compile tessellation shader + unsigned int tessControl; + if(tessControlPath != nullptr) + { + const char * tcShaderCode = tessControlCode.c_str(); + tessControl = glCreateShader(GL_TESS_CONTROL_SHADER); + glShaderSource(tessControl, 1, &tcShaderCode, NULL); + glCompileShader(tessControl); + checkCompileErrors(tessControl, "TESS_CONTROL"); + } + unsigned int tessEval; + if(tessEvalPath != nullptr) + { + const char * teShaderCode = tessEvalCode.c_str(); + tessEval = glCreateShader(GL_TESS_EVALUATION_SHADER); + glShaderSource(tessEval, 1, &teShaderCode, NULL); + glCompileShader(tessEval); + checkCompileErrors(tessEval, "TESS_EVALUATION"); + } + // shader Program + ID = glCreateProgram(); + glAttachShader(ID, vertex); + glAttachShader(ID, fragment); + if(geometryPath != nullptr) + glAttachShader(ID, geometry); + if(tessControlPath != nullptr) + glAttachShader(ID, tessControl); + if(tessEvalPath != nullptr) + glAttachShader(ID, tessEval); + glLinkProgram(ID); + checkCompileErrors(ID, "PROGRAM"); + // delete the shaders as they're linked into our program now and no longer necessery + glDeleteShader(vertex); + glDeleteShader(fragment); + if(geometryPath != nullptr) + glDeleteShader(geometry); + + } + // activate the shader + // ------------------------------------------------------------------------ + void use() + { + glUseProgram(ID); + } + // utility uniform functions + // ------------------------------------------------------------------------ + void setBool(const std::string &name, bool value) const + { + glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); + } + // ------------------------------------------------------------------------ + void setInt(const std::string &name, int value) const + { + glUniform1i(glGetUniformLocation(ID, name.c_str()), value); + } + // ------------------------------------------------------------------------ + void setFloat(const std::string &name, float value) const + { + glUniform1f(glGetUniformLocation(ID, name.c_str()), value); + } + // ------------------------------------------------------------------------ + void setVec2(const std::string &name, const glm::vec2 &value) const + { + glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); + } + void setVec2(const std::string &name, float x, float y) const + { + glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); + } + // ------------------------------------------------------------------------ + void setVec3(const std::string &name, const glm::vec3 &value) const + { + glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); + } + void setVec3(const std::string &name, float x, float y, float z) const + { + glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); + } + // ------------------------------------------------------------------------ + void setVec4(const std::string &name, const glm::vec4 &value) const + { + glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); + } + void setVec4(const std::string &name, float x, float y, float z, float w) + { + glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); + } + // ------------------------------------------------------------------------ + void setMat2(const std::string &name, const glm::mat2 &mat) const + { + glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); + } + // ------------------------------------------------------------------------ + void setMat3(const std::string &name, const glm::mat3 &mat) const + { + glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); + } + // ------------------------------------------------------------------------ + void setMat4(const std::string &name, const glm::mat4 &mat) const + { + glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); + } + +private: + // utility function for checking shader compilation/linking errors. + // ------------------------------------------------------------------------ + void checkCompileErrors(GLuint shader, std::string type) + { + GLint success; + GLchar infoLog[1024]; + if(type != "PROGRAM") + { + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + if(!success) + { + glGetShaderInfoLog(shader, 1024, NULL, infoLog); + std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; + } + } + else + { + glGetProgramiv(shader, GL_LINK_STATUS, &success); + if(!success) + { + glGetProgramInfoLog(shader, 1024, NULL, infoLog); + std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; + } + } + } +}; +#endif \ No newline at end of file