[8a6d19d] | 1 | #include <stdio.h>
|
---|
| 2 | #include <string>
|
---|
| 3 | #include <vector>
|
---|
| 4 | #include <iostream>
|
---|
| 5 | #include <fstream>
|
---|
| 6 | #include <algorithm>
|
---|
| 7 | using namespace std;
|
---|
| 8 |
|
---|
| 9 | #include <stdlib.h>
|
---|
| 10 | #include <string.h>
|
---|
| 11 |
|
---|
| 12 | #include <GL/glew.h>
|
---|
| 13 |
|
---|
| 14 | #include "shader.hpp"
|
---|
| 15 |
|
---|
| 16 | string shaders_dir = "shaders/" ;
|
---|
| 17 |
|
---|
| 18 | GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
|
---|
| 19 |
|
---|
| 20 | // Create the shaders
|
---|
| 21 | GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 22 | GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 23 |
|
---|
| 24 | // Read the Vertex Shader code from the file
|
---|
| 25 | std::string VertexShaderCode;
|
---|
| 26 | std::ifstream VertexShaderStream(shaders_dir+vertex_file_path, std::ios::in);
|
---|
| 27 | if(VertexShaderStream.is_open()){
|
---|
| 28 | std::string Line = "";
|
---|
| 29 | while(getline(VertexShaderStream, Line))
|
---|
| 30 | VertexShaderCode += "\n" + Line;
|
---|
| 31 | VertexShaderStream.close();
|
---|
| 32 | }else{
|
---|
| 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);
|
---|
| 34 | getchar();
|
---|
| 35 | return 0;
|
---|
| 36 | }
|
---|
| 37 |
|
---|
| 38 | // Read the Fragment Shader code from the file
|
---|
| 39 | std::string FragmentShaderCode;
|
---|
| 40 | std::ifstream FragmentShaderStream(shaders_dir+fragment_file_path, std::ios::in);
|
---|
| 41 | if(FragmentShaderStream.is_open()){
|
---|
| 42 | std::string Line = "";
|
---|
| 43 | while(getline(FragmentShaderStream, Line))
|
---|
| 44 | FragmentShaderCode += "\n" + Line;
|
---|
| 45 | FragmentShaderStream.close();
|
---|
| 46 | }
|
---|
| 47 |
|
---|
| 48 | GLint Result = GL_FALSE;
|
---|
| 49 | int InfoLogLength;
|
---|
| 50 |
|
---|
| 51 |
|
---|
| 52 | // Compile Vertex Shader
|
---|
| 53 | printf("Compiling shader : %s\n", vertex_file_path);
|
---|
| 54 | char const * VertexSourcePointer = VertexShaderCode.c_str();
|
---|
| 55 | glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
|
---|
| 56 | glCompileShader(VertexShaderID);
|
---|
| 57 |
|
---|
| 58 | // Check Vertex Shader
|
---|
| 59 | glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
|
---|
| 60 | glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
---|
| 61 | if ( InfoLogLength > 0 ){
|
---|
| 62 | std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
|
---|
| 63 | glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
|
---|
| 64 | printf("%s\n", &VertexShaderErrorMessage[0]);
|
---|
| 65 | }
|
---|
| 66 |
|
---|
| 67 |
|
---|
| 68 |
|
---|
| 69 | // Compile Fragment Shader
|
---|
| 70 | printf("Compiling shader : %s\n", fragment_file_path);
|
---|
| 71 | char const * FragmentSourcePointer = FragmentShaderCode.c_str();
|
---|
| 72 | glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
|
---|
| 73 | glCompileShader(FragmentShaderID);
|
---|
| 74 |
|
---|
| 75 | // Check Fragment Shader
|
---|
| 76 | glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
|
---|
| 77 | glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
---|
| 78 | if ( InfoLogLength > 0 ){
|
---|
| 79 | std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
|
---|
| 80 | glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
|
---|
| 81 | printf("%s\n", &FragmentShaderErrorMessage[0]);
|
---|
| 82 | }
|
---|
| 83 |
|
---|
| 84 |
|
---|
| 85 |
|
---|
| 86 | // Link the program
|
---|
| 87 | printf("Linking program\n");
|
---|
| 88 | GLuint ProgramID = glCreateProgram();
|
---|
| 89 | glAttachShader(ProgramID, VertexShaderID);
|
---|
| 90 | glAttachShader(ProgramID, FragmentShaderID);
|
---|
| 91 | glLinkProgram(ProgramID);
|
---|
| 92 |
|
---|
| 93 | // Check the program
|
---|
| 94 | glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
---|
| 95 | glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
---|
| 96 | if ( InfoLogLength > 0 ){
|
---|
| 97 | std::vector<char> ProgramErrorMessage(InfoLogLength+1);
|
---|
| 98 | glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
|
---|
| 99 | printf("%s\n", &ProgramErrorMessage[0]);
|
---|
| 100 | }
|
---|
| 101 |
|
---|
| 102 |
|
---|
| 103 | glDetachShader(ProgramID, VertexShaderID);
|
---|
| 104 | glDetachShader(ProgramID, FragmentShaderID);
|
---|
| 105 |
|
---|
| 106 | glDeleteShader(VertexShaderID);
|
---|
| 107 | glDeleteShader(FragmentShaderID);
|
---|
| 108 |
|
---|
| 109 | return ProgramID;
|
---|
| 110 | }
|
---|