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shaderClass.cpp
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#include "shaderClass.h"
std::string get_file_contents(const char* filename)
{
std::ifstream in(filename, std::ios::in | std::ios::binary);
if (in)
{
std::string contents;
in.seekg(0, std::ios::end);
contents.resize(in.tellg());
in.seekg(0, std::ios::beg);
in.read(&contents[0], contents.size());
in.close();
return(contents);
}
throw(errno);
}
Shader::Shader(const char* vertexFile, const char* fragmentFile)
{
std::string vertexCode = get_file_contents(vertexFile);
std::string fragmentCode = get_file_contents(fragmentFile);
const char* vertexSource = vertexCode.c_str();
const char* fragmentSource = fragmentCode.c_str();
// creating the vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
// creating the fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
// makeing the shader program and adding all the shaders to it
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
// clean up the shaders
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Shader::Activate()
{
glUseProgram(ID);
}
void Shader::Delete()
{
glDeleteProgram(ID);
}