a875820f48
removed unused functions, removed unused variables, reduced dynamic stack memory (there was too much allocated), moved some code around into better place, implemented destructor (there is still a std::_face_node left on the stack when the program is done),
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
#include <string>
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#include <vector>
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#include <fstream>
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#include <algorithm>
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using namespace std;
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glew.h>
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#include "shader.hpp"
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GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path){
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode;
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std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
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if(VertexShaderStream.is_open()){
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std::string Line = "";
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while(getline(VertexShaderStream, Line))
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VertexShaderCode += "\n" + Line;
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VertexShaderStream.close();
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}
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else
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{
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std::string message("File not found: ");
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message += std::string(vertex_file_path);
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throw std::invalid_argument(message.c_str());
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}
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// Read the Fragment Shader code from the file
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std::string FragmentShaderCode;
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std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
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if(FragmentShaderStream.is_open()){
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std::string Line = "";
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while(getline(FragmentShaderStream, Line))
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FragmentShaderCode += "\n" + Line;
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FragmentShaderStream.close();
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}
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else
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{
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std::string message("File not found: ");
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message += std::string(fragment_file_path);
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throw std::invalid_argument(message.c_str());
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}
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Compile Vertex Shader
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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glCompileShader(VertexShaderID);
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// Check Vertex Shader
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glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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throw std::invalid_argument(VertexShaderErrorMessage.data());
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}
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// Compile Fragment Shader
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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glCompileShader(FragmentShaderID);
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// Check Fragment Shader
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glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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throw std::invalid_argument(FragmentShaderErrorMessage.data());
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}
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// Link the program
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> ProgramErrorMessage(InfoLogLength+1);
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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throw std::invalid_argument(ProgramErrorMessage.data());
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}
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glDetachShader(ProgramID, VertexShaderID);
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glDetachShader(ProgramID, FragmentShaderID);
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glDeleteShader(VertexShaderID);
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glDeleteShader(FragmentShaderID);
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return ProgramID;
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}
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