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shader.cpp
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shader.cpp
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#include "shader.h"
Shader::Shader(const QString& vertexPath, const QString& fragmentPath){
QOpenGLShader vertexShader(QOpenGLShader::Vertex);
bool success = vertexShader.compileSourceFile(vertexPath);
if(!success){
qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl;
qDebug() << vertexShader.log() << endl;
}
QOpenGLShader fragmentShader(QOpenGLShader::Fragment);
success =fragmentShader.compileSourceFile(fragmentPath);
if(!success){
qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED" << endl;
qDebug() << fragmentShader.log() << endl;
}
shaderProgram = new QOpenGLShaderProgram();
shaderProgram->addShader(&vertexShader);
shaderProgram->addShader(&fragmentShader);
success = shaderProgram->link();
if(!success){
qDebug() << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << endl;
qDebug() << shaderProgram->log() << endl;
}
}
void Shader::compile(const QString& vertexSource, const QString& fragmentSource, const QString& geometrySource){
QOpenGLShader vertexShader(QOpenGLShader::Vertex);
bool success = vertexShader.compileSourceFile(vertexSource);
if(!success){
qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl;
qDebug() << vertexShader.log() << endl;
}
QOpenGLShader fragmentShader(QOpenGLShader::Fragment);
success = fragmentShader.compileSourceFile(fragmentSource);
if(!success){
qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED" << endl;
qDebug() << fragmentShader.log() << endl;
}
QOpenGLShader geometryShader(QOpenGLShader::Geometry);
if(geometrySource != nullptr){
success = geometryShader.compileSourceFile(geometrySource);
if(!success){
qDebug() << "ERROR::SHADER::GEOMETRY::COMPILATION_FAILED" << endl;
qDebug() << geometryShader.log() << endl;
}
}
shaderProgram = new QOpenGLShaderProgram();
shaderProgram->addShader(&vertexShader);
shaderProgram->addShader(&fragmentShader);
if(geometrySource != nullptr)
shaderProgram->addShader(&geometryShader);
success = shaderProgram->link();
if(!success){
qDebug() << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << endl;
qDebug() << shaderProgram->log() << endl;
}
}
Shader::~Shader()
{
delete shaderProgram;
}