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loadShaders.cpp
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#include <string>
#include <vector>
#include <fstream>
#include <algorithm>
#include <cstdio>
#include <GL/glew.h>
#include "loadShaders.hpp"
GLuint loadShaders(const char *vertexFilePath, const char *fragmentFilePath)
{
// 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(vertexFilePath, std::ios::in);
if (VertexShaderStream.is_open()) {
std::string line = "";
while (getline(VertexShaderStream, line)) {
VertexShaderCode += "\n" + line;
}
VertexShaderStream.close();
}
// read the fragment shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragmentFilePath, std::ios::in);
if (FragmentShaderStream.is_open()) {
std::string line = "";
while (getline(FragmentShaderStream, line)) {
FragmentShaderCode += "\n" + line;
}
FragmentShaderStream.close();
}
GLint result = GL_FALSE;
int InfoLogLength;
// compile vertex shader
//fprintf(stderr, "compiling shader: %s\n", vertexFilePath);
char const *vertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &vertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// check vertex shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &result);
if (result != GL_TRUE) {
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
}
// compile fragment shader
//fprintf(stderr, "compiling shader: %s\n", fragmentFilePath);
char const *FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// check fragment shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &result);
if (result != GL_TRUE) {
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);
}
// link the program
//fprintf(stderr, "linking program...\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &result);
if (result != GL_TRUE) {
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage(std::max(InfoLogLength, int(1)));
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
}
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}