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128 lines (100 loc) · 2.79 KB
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#include "SimpleShaders.h"
#include <iostream>
#include <fstream>
using namespace std;
SimpleShaders::SimpleShaders()
{
}
SimpleShaders::~SimpleShaders()
{
}
// load vertex and fragment shaders, create and activate shader program, check for errors
bool SimpleShaders::loadVertexFragmentShaders(const char* vertexShaderFilename, const char* fragmentShaderFilename)
{
// Create empty shader object (vertex shader)
mVertexShader = glCreateShader(GL_VERTEX_SHADER);
// Read vertex shader source
string shaderSource = readFile( vertexShaderFilename );
const char* sourcePtr = shaderSource.c_str();
// Attach shader code
glShaderSource(mVertexShader, 1, &sourcePtr, NULL);
// Compile
glCompileShader(mVertexShader);
printShaderInfoLog(mVertexShader);
// Create empty shader object (fragment shader)
mFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Read vertex shader source
shaderSource = readFile( fragmentShaderFilename );
sourcePtr = shaderSource.c_str();
// Attach shader code
glShaderSource(mFragmentShader, 1, &sourcePtr, NULL);
// Compile
glCompileShader(mFragmentShader);
printShaderInfoLog(mFragmentShader);
// Create shader program
mShaderProgram = glCreateProgram();
// Attach shader
glAttachShader(mShaderProgram, mVertexShader);
glAttachShader(mShaderProgram, mFragmentShader);
// Link program
glLinkProgram(mShaderProgram);
printProgramInfoLog();
printf("Vertex/Fragment Shaders loaded\n");
return true;
}
void SimpleShaders::activate()
{
glUseProgram(mShaderProgram);
}
void SimpleShaders::deactivate()
{
glUseProgram(0);
}
// Reads a file and returns the content as a string
string SimpleShaders::readFile(string fileName)
{
string fileContent;
string line;
ifstream file(fileName.c_str());
if (file.is_open()) {
while (!file.eof()){
getline (file,line);
line += "\n";
fileContent += line;
}
file.close();
}
else
cout << "ERROR: Unable to open file " << fileName << endl;
return fileContent;
}
// Print information about the compiling step
void SimpleShaders::printShaderInfoLog(GLuint shader)
{
GLint infologLength = 0;
GLsizei charsWritten = 0;
char *infoLog;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
if (infologLength > 0)
{
infoLog = (char *)malloc(infologLength);
glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog);
printf("%s\n", infoLog);
free(infoLog);
}
}
// Print information about the linking step
void SimpleShaders::printProgramInfoLog()
{
GLint infoLogLength = 0;
GLsizei charsWritten = 0;
char *infoLog;
glGetProgramiv(mShaderProgram, GL_INFO_LOG_LENGTH,&infoLogLength);
if (infoLogLength > 0)
{
infoLog = (char *)malloc(infoLogLength);
glGetProgramInfoLog(mShaderProgram, infoLogLength, &charsWritten, infoLog);
printf("%s\n", infoLog);
free(infoLog);
}
}