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94
shader.cpp
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94
shader.cpp
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#include "shader.hpp"
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GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode;
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std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
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if (VertexShaderStream.is_open()) {
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std::stringstream sstr;
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sstr << VertexShaderStream.rdbuf();
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VertexShaderCode = sstr.str();
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VertexShaderStream.close();
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} else {
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timestampedCout("shader.cpp: Impossible to open " << vertex_file_path << ". Are you in the right directory?");
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return 0;
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}
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// Read the Fragment Shader code from the file
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std::string FragmentShaderCode;
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std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
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if(FragmentShaderStream.is_open()){
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std::stringstream sstr;
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sstr << FragmentShaderStream.rdbuf();
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FragmentShaderCode = sstr.str();
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FragmentShaderStream.close();
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}
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Compile Vertex Shader
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timestampedCout("shader.cpp: Compiling shader: " << vertex_file_path << "...");
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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glCompileShader(VertexShaderID);
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// Check Vertex Shader
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glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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timestampedCout("shader.cpp: VertexErrorMessage " << &VertexShaderErrorMessage[0]);
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}
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// Compile Fragment Shader
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timestampedCout("shader.cpp: Compiling shader: " << fragment_file_path << "...");
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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glCompileShader(FragmentShaderID);
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// Check Fragment Shader
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glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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timestampedCout("shader.cpp: FragmentShaderErrorMessage " << &FragmentShaderErrorMessage[0]);
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}
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// Link the program
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timestampedCout("shader.cpp: Linking program...");
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0){
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std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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timestampedCout("shader.cpp: ProgramErrorMessage " << &ProgramErrorMessage[0]);
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}
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glDetachShader(ProgramID, VertexShaderID);
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glDetachShader(ProgramID, FragmentShaderID);
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glDeleteShader(VertexShaderID);
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glDeleteShader(FragmentShaderID);
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return ProgramID;
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}
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