-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathshaders.cpp
More file actions
92 lines (85 loc) · 2.32 KB
/
Copy pathshaders.cpp
File metadata and controls
92 lines (85 loc) · 2.32 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
#include <iostream>
#include <fstream>
#include <cstring>
// OSX systems need their own headers
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#include <OpenGL/glext.h>
#include <GLUT/glut.h>
#else
#include <GL/glew.h>
#include <GL/glut.h>
#endif
using namespace std ;
// This is a basic program to initiate a shader
// The textFileRead function reads in a filename into a string
// programerrors and shadererrors output compilation errors
// initshaders initiates a vertex or fragment shader
// initprogram initiates a program with vertex and fragment shaders
string textFileRead (const char * filename) {
string str, ret = "" ;
ifstream in ;
in.open(filename) ;
if (in.is_open()) {
getline (in, str) ;
while (in) {
ret += str + "\n" ;
getline (in, str) ;
}
// cout << "Shader below\n" << ret << "\n" ;
return ret ;
}
else {
cerr << "Unable to Open File " << filename << "\n" ;
throw 2 ;
}
}
void programerrors (const GLint program) {
GLint length ;
GLchar * log ;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length) ;
log = new GLchar[length+1] ;
glGetProgramInfoLog(program, length, &length, log) ;
cout << "Compile Error, Log Below\n" << log << "\n" ;
delete [] log ;
}
void shadererrors (const GLint shader) {
GLint length ;
GLchar * log ;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length) ;
log = new GLchar[length+1] ;
glGetShaderInfoLog(shader, length, &length, log) ;
cout << "Compile Error, Log Below\n" << log << "\n" ;
delete [] log ;
}
GLuint initshaders (GLenum type, const char *filename)
{
// Using GLSL shaders, OpenGL book, page 679
GLuint shader = glCreateShader(type) ;
GLint compiled ;
string str = textFileRead (filename) ;
const GLchar * cstr = str.c_str() ;
glShaderSource (shader, 1, &cstr, NULL) ;
glCompileShader (shader) ;
glGetShaderiv (shader, GL_COMPILE_STATUS, &compiled) ;
if (!compiled) {
shadererrors (shader) ;
throw 3 ;
}
return shader ;
}
GLuint initprogram (GLuint vertexshader, GLuint fragmentshader)
{
GLuint program = glCreateProgram() ;
GLint linked ;
glAttachShader(program, vertexshader) ;
glAttachShader(program, fragmentshader) ;
glLinkProgram(program) ;
glGetProgramiv(program, GL_LINK_STATUS, &linked) ;
if (linked) glUseProgram(program) ;
else {
programerrors(program) ;
throw 4 ;
}
return program ;
}