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