From f8af4c44d17b94ab814f1784060388afd7a24e03 Mon Sep 17 00:00:00 2001 From: LaG1924 <12997935+LaG1924@users.noreply.github.com> Date: Sat, 26 Jan 2019 14:54:29 +0500 Subject: Removed previous implementation of Shader --- src/Shader.cpp | 115 +++------------------------------------------------------ 1 file changed, 5 insertions(+), 110 deletions(-) (limited to 'src/Shader.cpp') diff --git a/src/Shader.cpp b/src/Shader.cpp index 9447131..08866e1 100644 --- a/src/Shader.cpp +++ b/src/Shader.cpp @@ -5,114 +5,8 @@ #include -Shader::Shader(const GLchar *vertexPath, const GLchar *fragmentPath, const GLchar *geometryPath) { - vertex = vertexPath; - fragment = fragmentPath; - - std::string vertexCode; - std::string fragmentCode; - std::string geometryCode; - std::ifstream vShaderFile; - std::ifstream fShaderFile; - std::ifstream gShaderFile; - - vShaderFile.exceptions(std::ifstream::failbit); - fShaderFile.exceptions(std::ifstream::failbit); - gShaderFile.exceptions(std::ifstream::failbit); - try { - vShaderFile.open(vertexPath); - fShaderFile.open(fragmentPath); - if (geometryPath != nullptr) - gShaderFile.open(geometryPath); - std::stringstream vShaderStream, fShaderStream, gShaderStream; - - vShaderStream << vShaderFile.rdbuf(); - fShaderStream << fShaderFile.rdbuf(); - if (geometryPath != nullptr) - gShaderStream << gShaderFile.rdbuf(); - - vShaderFile.close(); - fShaderFile.close(); - if (geometryPath != nullptr) - gShaderFile.close(); - - vertexCode = vShaderStream.str(); - fragmentCode = fShaderStream.str(); - if (geometryPath != nullptr) - geometryCode = gShaderStream.str(); - } - catch (std::ifstream::failure e) { - LOG(ERROR) << "Shader source not readed"; - } - const GLchar *vShaderCode = vertexCode.c_str(); - const GLchar *fShaderCode = fragmentCode.c_str(); - const GLchar *gShaderCode = geometryCode.c_str(); - - GLuint vertex, fragment, geometry; - GLint success; - GLchar infoLog[512]; - vertex = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vertex, 1, &vShaderCode, NULL); - glCompileShader(vertex); - - glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); - if (!success) { - glGetShaderInfoLog(vertex, 512, NULL, infoLog); - LOG(ERROR) << "Vertex shader compilation failed: " << infoLog; - }; - - fragment = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fragment, 1, &fShaderCode, NULL); - glCompileShader(fragment); - - glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); - if (!success) { - glGetShaderInfoLog(fragment, 512, NULL, infoLog); - LOG(ERROR) << "Fragment shader compilation failed: " << infoLog; - }; - - if (geometryPath != nullptr) { - geometry = glCreateShader(GL_GEOMETRY_SHADER); - glShaderSource(geometry, 1, &gShaderCode, NULL); - glCompileShader(geometry); - - glGetShaderiv(geometry, GL_COMPILE_STATUS, &success); - if (!success) { - glGetShaderInfoLog(geometry, 512, NULL, infoLog); - LOG(ERROR) << "Geometry shader compilation failed: " << infoLog; - }; - } - - this->Program = glCreateProgram(); - glAttachShader(this->Program, vertex); - glAttachShader(this->Program, fragment); - if (geometryPath != nullptr) - glAttachShader(this->Program, geometry); - glLinkProgram(this->Program); - glGetProgramiv(this->Program, GL_LINK_STATUS, &success); - if (!success) { - glGetProgramInfoLog(this->Program, 512, NULL, infoLog); - LOG(FATAL) << "Shader program not linked: " << infoLog; - } - - glDeleteShader(vertex); - glDeleteShader(fragment); -} - -void Shader::Use() { - glUseProgram(this->Program); -} - -void Shader::Reload() { - const GLchar *vertexPath = vertex; - const GLchar *fragmentPath = fragment; - this->~Shader(); - new(this) Shader(vertexPath, fragmentPath); - LOG(INFO) << "Shader is realoded!"; -} - -GLuint NewShader::GetUniformLocation(const std::string &name) { +GLuint Shader::GetUniformLocation(const std::string &name) { auto it = uniforms.find(name); if (it == uniforms.end()) { LOG(ERROR) << "Accessed not existing uniform " << name; @@ -121,7 +15,7 @@ GLuint NewShader::GetUniformLocation(const std::string &name) { return it->second; } -NewShader::NewShader(const std::string &vertSource, const std::string &fragSource, const std::vector &uniformsNames) +Shader::Shader(const std::string &vertSource, const std::string &fragSource, const std::vector &uniformsNames) { bool vertFailed = false, fragFailed = false, linkFailed = false, uniformsFailed = false; const GLchar *vertSourcePtr = vertSource.c_str(); @@ -173,6 +67,7 @@ NewShader::NewShader(const std::string &vertSource, const std::string &fragSourc if (linkFailed) throw std::runtime_error("Shader not linked"); + glUseProgram(program); for (auto &it : uniformsNames) { GLuint location = glGetUniformLocation(program, it.c_str()); @@ -186,13 +81,13 @@ NewShader::NewShader(const std::string &vertSource, const std::string &fragSourc } } -NewShader::~NewShader() +Shader::~Shader() { if (program) glDeleteProgram(program); } -void NewShader::Activate() +void Shader::Activate() { glUseProgram(program); } -- cgit v1.2.3