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 | string shaders_dir = "shaders/" ;
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17 |
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18 | GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
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19 |
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20 | // Create the shaders
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21 | GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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22 | GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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23 |
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24 | // Read the Vertex Shader code from the file
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25 | std::string VertexShaderCode;
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26 | std::ifstream VertexShaderStream(shaders_dir+vertex_file_path, std::ios::in);
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27 | if(VertexShaderStream.is_open()){
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28 | std::string Line = "";
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29 | while(getline(VertexShaderStream, Line))
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30 | VertexShaderCode += "\n" + Line;
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31 | VertexShaderStream.close();
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32 | }else{
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33 | printf("Impossible to open %s%s. Are you in the right directory ? Don't forget to read the FAQ !\n", shaders_dir.c_str(), vertex_file_path);
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34 | getchar();
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35 | return 0;
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36 | }
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37 |
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38 | // Read the Fragment Shader code from the file
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39 | std::string FragmentShaderCode;
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40 | std::ifstream FragmentShaderStream(shaders_dir+fragment_file_path, std::ios::in);
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41 | if(FragmentShaderStream.is_open()){
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42 | std::string Line = "";
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43 | while(getline(FragmentShaderStream, Line))
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44 | FragmentShaderCode += "\n" + Line;
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45 | FragmentShaderStream.close();
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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 | // Compile Vertex Shader
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53 | printf("Compiling shader : %s\n", vertex_file_path);
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54 | char const * VertexSourcePointer = VertexShaderCode.c_str();
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55 | glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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56 | glCompileShader(VertexShaderID);
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57 |
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58 | // Check Vertex Shader
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59 | glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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60 | glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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61 | if ( InfoLogLength > 0 ){
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62 | std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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63 | glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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64 | printf("%s\n", &VertexShaderErrorMessage[0]);
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65 | }
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66 |
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67 |
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68 |
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69 | // Compile Fragment Shader
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70 | printf("Compiling shader : %s\n", fragment_file_path);
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71 | char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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72 | glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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73 | glCompileShader(FragmentShaderID);
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74 |
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75 | // Check Fragment Shader
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76 | glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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77 | glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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78 | if ( InfoLogLength > 0 ){
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79 | std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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80 | glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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81 | printf("%s\n", &FragmentShaderErrorMessage[0]);
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82 | }
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83 |
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84 |
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85 |
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86 | // Link the program
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87 | printf("Linking program\n");
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88 | GLuint ProgramID = glCreateProgram();
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89 | glAttachShader(ProgramID, VertexShaderID);
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90 | glAttachShader(ProgramID, FragmentShaderID);
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91 | glLinkProgram(ProgramID);
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92 |
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93 | // Check the program
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94 | glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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95 | glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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96 | if ( InfoLogLength > 0 ){
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97 | std::vector<char> ProgramErrorMessage(InfoLogLength+1);
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98 | glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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99 | printf("%s\n", &ProgramErrorMessage[0]);
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100 | }
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101 |
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102 |
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103 | glDetachShader(ProgramID, VertexShaderID);
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104 | glDetachShader(ProgramID, FragmentShaderID);
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105 |
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106 | glDeleteShader(VertexShaderID);
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107 | glDeleteShader(FragmentShaderID);
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108 |
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109 | return ProgramID;
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110 | }
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