#include #include #include #include using namespace std; #include #include #include #include "shader.hpp" GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path){ // 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(vertex_file_path, std::ios::in); if(VertexShaderStream.is_open()){ std::string Line = ""; while(getline(VertexShaderStream, Line)) VertexShaderCode += "\n" + Line; VertexShaderStream.close(); } else { std::string message("File not found: "); message += std::string(vertex_file_path); throw std::invalid_argument(message.c_str()); } // Read the Fragment Shader code from the file std::string FragmentShaderCode; std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); if(FragmentShaderStream.is_open()){ std::string Line = ""; while(getline(FragmentShaderStream, Line)) FragmentShaderCode += "\n" + Line; FragmentShaderStream.close(); } else { std::string message("File not found: "); message += std::string(fragment_file_path); throw std::invalid_argument(message.c_str()); } GLint Result = GL_FALSE; int InfoLogLength; // Compile Vertex Shader char const * VertexSourcePointer = VertexShaderCode.c_str(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glCompileShader(VertexShaderID); // Check Vertex Shader glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector VertexShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); throw std::invalid_argument(VertexShaderErrorMessage.data()); } // Compile Fragment Shader char const * FragmentSourcePointer = FragmentShaderCode.c_str(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glCompileShader(FragmentShaderID); // Check Fragment Shader glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector FragmentShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); throw std::invalid_argument(FragmentShaderErrorMessage.data()); } // Link the program GLuint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID); glLinkProgram(ProgramID); // Check the program glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector ProgramErrorMessage(InfoLogLength+1); glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); throw std::invalid_argument(ProgramErrorMessage.data()); } glDetachShader(ProgramID, VertexShaderID); glDetachShader(ProgramID, FragmentShaderID); glDeleteShader(VertexShaderID); glDeleteShader(FragmentShaderID); return ProgramID; }