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mgl.cpp
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87 lines (61 loc) · 1.96 KB
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#include "mgl.h"
using namespace std;
namespace mgl{
GLuint read_shader(const char * filename, GLenum shader_type)
{
const char* const_source;
GLchar* source = nullptr;
int size = 0;
GLuint shader;
string shader_type_string;
if(shader_type == GL_VERTEX_SHADER)
shader_type_string = "vertex shader";
else if(shader_type == GL_FRAGMENT_SHADER)
shader_type_string = "fragment shader";
GLint success;
GLchar infoLog[512];
FILE* infile = fopen( filename, "rb" );
fseek( infile, 0, SEEK_END );
int len = ftell( infile );
fseek( infile, 0, SEEK_SET );
source = new GLchar[len+1];
fread( source, 1, len, infile );
fclose( infile );
source[len] = 0;
const_source = const_cast<const GLchar*>(source);
shader = glCreateShader(shader_type);
glShaderSource(shader, 1, &const_source, 0);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
cout << "Shader Compilation Failed: " << shader_type_string << endl << infoLog << endl;
}
delete [] source;
return shader;
}
GLuint load_shaders(const char* vertex_file, const char* frag_file)
{
GLuint program = glCreateProgram();
GLuint vertex_shader = read_shader(vertex_file, GL_VERTEX_SHADER);
GLuint frag_shader = read_shader(frag_file, GL_FRAGMENT_SHADER);
glAttachShader(program, vertex_shader);
glAttachShader(program, frag_shader);
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLsizei len;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &len );
GLchar* log = new GLchar[len+1];
glGetProgramInfoLog(program, len, &len, log);
std::cerr << "Shader linking failed: " << log << std::endl;
delete [] log;
}
glDeleteShader(vertex_shader);
glDeleteShader(frag_shader);
return program;
}
}