--- /dev/null
+#include <fstream>
+#include <sstream>
+#include <stdexcept>
+#include <vector>
+#include <glm/gtc/type_ptr.hpp>
+#include "shader_program.hpp"
+
+using namespace std;
+using namespace glm;
+using namespace dragonblocks;
+
+map<string, GLenum> ShaderProgram::shadertypes = {
+ {"vertex", GL_VERTEX_SHADER},
+ {"fragment", GL_FRAGMENT_SHADER},
+};
+
+ShaderProgram::ShaderProgram(const string &global_path)
+{
+ int success;
+ char buffer[1024] = {};
+ vector<GLuint> shaders;
+
+ id = glCreateProgram();
+
+ for (auto it = ShaderProgram::shadertypes.begin(); it != ShaderProgram::shadertypes.end(); it++) {
+ const char *c_code;
+ GLuint shader;
+ string path, code;
+ ifstream file;
+ stringstream stream;
+
+ path = global_path + "/" + it->first + ".glsl";
+ file.exceptions(ifstream::failbit | ifstream::badbit);
+ file.open(path);
+ stream << file.rdbuf();
+ code = stream.str();
+ c_code = code.c_str();
+
+ shader = glCreateShader(it->second);
+ shaders.push_back(shader);
+ glShaderSource(shader, 1, &c_code, NULL);
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (! success) {
+ glGetShaderInfoLog(shader, 1024, NULL, buffer);
+ throw runtime_error("Failed to compile " + it->first + " shader: " + buffer);
+ }
+ glAttachShader(id, shader);
+ }
+
+ glLinkProgram(id);
+ glGetProgramiv(id, GL_LINK_STATUS, &success);
+ if (! success) {
+ glGetProgramInfoLog(id, 1024, NULL, buffer);
+ throw runtime_error(string("Failed to link shader program: ") + buffer);
+ }
+
+ for (auto it = shaders.begin(); it != shaders.end(); it++) {
+ glDeleteShader(*it);
+ }
+}
+
+void ShaderProgram::use() const
+{
+ glUseProgram(id);
+}
+
+void ShaderProgram::set(const string &name, bool value)
+{
+ use();
+ glUniform1i(glGetUniformLocation(id, name.c_str()), (int) value);
+}
+
+void ShaderProgram::set(const string &name, int value)
+{
+ use();
+ glUniform1i(glGetUniformLocation(id, name.c_str()), value);
+}
+
+void ShaderProgram::set(const string &name, float value)
+{
+ use();
+ glUniform1f(glGetUniformLocation(id, name.c_str()), value);
+}
+
+void ShaderProgram::set(const string &name, mat4 value)
+{
+ use();
+ glUniformMatrix4fv(glGetUniformLocation(id, name.c_str()), 1, GL_FALSE, value_ptr(value));
+}
+
+void ShaderProgram::set(const string &name, vec3 value)
+{
+ use();
+ glUniform3f(glGetUniformLocation(id, name.c_str()), value.x, value.y, value.z);
+}
+
+ShaderProgram::~ShaderProgram()
+{
+ glDeleteProgram(id);
+}