[af116c0] | 1 | #include <stdio.h>
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| 2 | #include <string>
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| 3 | #include <vector>
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| 4 | #include <iostream>
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| 5 | #include <fstream>
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| 6 | #include <algorithm>
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| 7 | using namespace std;
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| 8 |
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| 9 | #include <stdlib.h>
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| 10 | #include <string.h>
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| 11 |
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| 12 | #include <GL/glew.h>
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| 13 |
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| 14 | #include "shader.hpp"
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| 15 |
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| 16 | GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
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| 17 |
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| 18 | // Create the shaders
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| 19 | GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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| 20 | GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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| 21 |
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| 22 | // Read the Vertex Shader code from the file
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| 23 | std::string VertexShaderCode;
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| 24 | std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
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| 25 | if(VertexShaderStream.is_open()){
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| 26 | std::string Line = "";
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| 27 | while(getline(VertexShaderStream, Line))
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| 28 | VertexShaderCode += "\n" + Line;
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| 29 | VertexShaderStream.close();
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| 30 | }else{
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| 31 | printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
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| 32 | getchar();
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| 33 | return 0;
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| 34 | }
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| 35 |
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| 36 | // Read the Fragment Shader code from the file
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| 37 | std::string FragmentShaderCode;
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| 38 | std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
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| 39 | if(FragmentShaderStream.is_open()){
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| 40 | std::string Line = "";
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| 41 | while(getline(FragmentShaderStream, Line))
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| 42 | FragmentShaderCode += "\n" + Line;
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| 43 | FragmentShaderStream.close();
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| 44 | }
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| 45 |
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| 46 |
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| 47 |
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| 48 | GLint Result = GL_FALSE;
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| 49 | int InfoLogLength;
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| 50 |
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| 51 |
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| 52 |
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| 53 | // Compile Vertex Shader
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| 54 | printf("Compiling shader : %s\n", vertex_file_path);
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| 55 | char const * VertexSourcePointer = VertexShaderCode.c_str();
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| 56 | glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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| 57 | glCompileShader(VertexShaderID);
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| 58 |
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| 59 | // Check Vertex Shader
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| 60 | glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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| 61 | glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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| 62 | if ( InfoLogLength > 0 ){
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| 63 | std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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| 64 | glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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| 65 | printf("%s\n", &VertexShaderErrorMessage[0]);
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| 66 | }
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| 67 |
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| 68 |
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| 69 |
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| 70 | // Compile Fragment Shader
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| 71 | printf("Compiling shader : %s\n", fragment_file_path);
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| 72 | char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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| 73 | glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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| 74 | glCompileShader(FragmentShaderID);
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| 75 |
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| 76 | // Check Fragment Shader
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| 77 | glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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| 78 | glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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| 79 | if ( InfoLogLength > 0 ){
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| 80 | std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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| 81 | glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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| 82 | printf("%s\n", &FragmentShaderErrorMessage[0]);
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| 83 | }
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| 84 |
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| 85 |
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| 86 |
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| 87 | // Link the program
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| 88 | printf("Linking program\n");
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| 89 | GLuint ProgramID = glCreateProgram();
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| 90 | glAttachShader(ProgramID, VertexShaderID);
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| 91 | glAttachShader(ProgramID, FragmentShaderID);
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| 92 | glLinkProgram(ProgramID);
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| 93 |
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| 94 | // Check the program
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| 95 | glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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| 96 | glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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| 97 | if ( InfoLogLength > 0 ){
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| 98 | std::vector<char> ProgramErrorMessage(InfoLogLength+1);
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| 99 | glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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| 100 | printf("%s\n", &ProgramErrorMessage[0]);
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| 101 | }
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| 102 |
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| 103 | glDeleteShader(VertexShaderID);
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| 104 | glDeleteShader(FragmentShaderID);
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| 105 |
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| 106 | return ProgramID;
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| 107 | }
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