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Shader.cpp
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Shader.cpp
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#include <iostream>
#include <vector>
#include <fstream>
#include <algorithm>
#include <sstream>
#include <Shader.h>
using namespace std;
GLuint sen::LoadShaders(const std::string &vertex_file_path, const std::string &fragment_file_path)
{
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if (VertexShaderStream.is_open())
{
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
}
else
{
std::cout << "Impossible to open " << vertex_file_path << ". Are you in the right directory ? Don't forget to read the FAQ !" << std::endl;
return 0;
}
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if (FragmentShaderStream.is_open())
{
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
std::cout << "Compiling shader: " << vertex_file_path << std::endl;
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::cout << &VertexShaderErrorMessage[0] << std::endl;
}
std::cout << "Compiling shader: " << fragment_file_path << std::endl;
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
std::cout << &FragmentShaderErrorMessage[0] << std::endl;
}
std::cout << "Linking program" << std::endl;
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::cout << &ProgramErrorMessage[0] << std::endl;
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}