Created
March 21, 2014 01:46
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class Shader { | |
public: | |
GLuint shader; | |
Shader() = default; | |
Shader(GLuint &shaderProgram, GLuint shaderType, std::string shaderSource){ | |
compile(shaderProgram, shaderType, shaderSource); | |
}; | |
~Shader() = default; | |
void compile(GLuint &shaderProgram, GLuint shaderType, std::string shaderSource){ | |
shader = glCreateShader(shaderType); | |
const char *c_str = shaderSource.c_str(); | |
glShaderSource(shader, 1, &c_str, 0); | |
glCompileShader(shader); | |
/* Error Checking */ | |
glAttachShader(shaderProgram, shader); | |
} | |
}; | |
class ShaderProgram { | |
public: | |
GLuint program; | |
std::vector<Shader> shaders; | |
ShaderProgram(){ program = glCreateProgram(); }; | |
ShaderProgram(std::initializer_list<std::string> s) : ShaderProgram() { | |
if (s.size() > 3){ | |
/* Error Checking */ | |
} | |
int i = 0; | |
std::vector<int> type = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, GL_GEOMETRY_SHADER }; | |
for (auto shader : s){ | |
create(type[i], shader.c_str()); i++; | |
} | |
}; | |
~ShaderProgram(){ glDeleteProgram(program); }; | |
void create(GLuint type, const char* shader){ | |
std::ifstream shaderFile(shader, std::ios::in); | |
if (shaderFile.bad()){ | |
/* Error Checking */ | |
} | |
std::string shaderSource((std::istreambuf_iterator<char>(shaderFile)), | |
std::istreambuf_iterator<char>()); | |
shaders.push_back(Shader(program, type, shaderSource)); | |
} | |
GLuint link(){ | |
glLinkProgram(program); | |
/* Error Checking */ | |
return program; | |
} | |
void bind(){ | |
glUseProgram(program); | |
} | |
}; |
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