#include "Shader.hpp"
#include "Event.hpp"
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);
EventAgregator::PushEvent(EventType::Disconnect, DisconnectData{ "Shader linking failed" });
}
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!";
}