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loadShaders.cpp
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83 lines (71 loc) · 2.85 KB
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// Preluat si adaptat dupa http://www.opengl-tutorial.org/beginners-tutorials
#include <vector>
#include <iostream>
#include <string>
#include <fstream>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <minmax.h>
using namespace std;
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) {
// Creaza shadere
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Citeste din fisier shader-ul de varf
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();
}
// Citeste din fisier shader-ul de fragment
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();
}
GLint Result = GL_FALSE;
// Compileaza shader-ul de varf
printf("Compilare shader : %s\n", vertex_file_path);
char const* VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
/*
// Verifica
int InfoLogLength;
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
*/
// Compileaza shader-ul de fragemnt
printf("Compilare shader : %s\n", fragment_file_path);
char const* FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
/*
// Verifica
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);
*/
// Leaga programul
fprintf(stdout, "Legare program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
return ProgramID;
}