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shader_util.cpp
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shader_util.cpp
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#include <iostream>
#include <cstdlib>
#include <fstream>
#include <sstream>
#include "shader_util.h"
using std::cout;
using std::endl;
using std::string;
using std::stringstream;
using std::ifstream;
string loadShaderCode(const char* filename)
{
ifstream shaderFile(filename);
if(!shaderFile)
{
cout << "Can't find " << filename << endl;
exit(1);
}
stringstream shaderData;
shaderData << shaderFile.rdbuf();
shaderFile.close();
return shaderData.str();
}
GLuint compileShaderObject(const GLchar* shaderCode, GLenum shaderType)
{
GLuint shaderObject = glCreateShader(shaderType);
if(shaderObject == 0)
{
cout << "Error creating shader type: " << shaderType << endl;
exit(1);
}
glShaderSource(shaderObject, 1, &shaderCode, NULL);
glCompileShader(shaderObject);
GLint success;
GLchar infoLog[512];
glGetShaderiv(shaderObject, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(shaderObject, 512, NULL, infoLog);
cout << "Error compiling shader type: " << shaderType << endl;
cout << infoLog << endl;
exit(1);
}
return shaderObject;
}
GLuint linkShaderProgram(const GLchar *vsFilename,
const GLchar *fsFilename)
{
GLuint shaderProgram = glCreateProgram();
string shaderStr = loadShaderCode(vsFilename);
GLuint vertexShader = compileShaderObject(shaderStr.c_str(), GL_VERTEX_SHADER);
shaderStr = loadShaderCode(fsFilename);
GLuint fragmentShader = compileShaderObject(shaderStr.c_str(), GL_FRAGMENT_SHADER);
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
GLint success;
GLchar infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
cout << "Link Error: " << infoLog << endl;
exit(1);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
GLuint linkShaderProgram(const char *vsFilename,
const char *gsFilename,
const char *fsFilename)
{
GLuint shaderProgram = glCreateProgram();
string shaderStr = loadShaderCode(vsFilename);
GLuint vertexShader = compileShaderObject(shaderStr.c_str(), GL_VERTEX_SHADER);
shaderStr = loadShaderCode(gsFilename);
GLuint geometryShader = compileShaderObject(shaderStr.c_str(), GL_GEOMETRY_SHADER);
shaderStr = loadShaderCode(fsFilename);
GLuint fragmentShader = compileShaderObject(shaderStr.c_str(), GL_FRAGMENT_SHADER);
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glAttachShader(shaderProgram, geometryShader);
glLinkProgram(shaderProgram);
GLint success;
GLchar infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
cout << "Link Error: " << infoLog << endl;
exit(1);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}