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load_shader.cpp
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load_shader.cpp
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#include "load_shader.hpp"
#include <fstream>
#include <iostream>
using namespace std;
string readShaderFile(const string fileName) {
try {
std::ifstream t(fileName.c_str());
return std::string((std::istreambuf_iterator<char>(t)),
std::istreambuf_iterator<char>());
} catch (std::exception &e) {
std::cout << fileName << " - "
<< "readShaderFile: " << e.what() << "\n";
return string();
}
}
GLuint loadShader(string vshader, string fshader,
vector<pair<GLuint, string>> attribs) {
GLcharARB log[5000];
GLsizei length;
string vertex_shader = readShaderFile(vshader);
string fragment_shader = readShaderFile(fshader);
char const *my_fragment_shader_source = fragment_shader.c_str();
char const *my_vertex_shader_source = vertex_shader.c_str();
GLuint program = glCreateProgram();
GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex, 1, &my_vertex_shader_source, NULL);
glShaderSource(fragment, 1, &my_fragment_shader_source, NULL);
glCompileShader(vertex);
glCompileShader(fragment);
glGetShaderInfoLog(vertex, 5000, &length, log);
if (length > 0) {
std::cout << vshader << "\n";
std::cout << "Vertex Shader: " << log << "\n";
}
glGetShaderInfoLog(fragment, 5000, &length, log);
if (length > 0) {
std::cout << fshader << "\n";
std::cout << "Fragment Shader: " << log << "\n";
}
glAttachShader(program, vertex);
glAttachShader(program, fragment);
for (auto attrib : attribs) {
glBindAttribLocation(program, attrib.first, attrib.second.c_str());
}
glLinkProgram(program);
glGetProgramInfoLog(program, 5000, &length, log);
if (length > 0)
std::cout << "Program: " << log << "\n";
return program;
}
GLuint loadComputeShader(string cshader) {
GLcharARB log[5000];
GLsizei length;
string shader_source_string = readShaderFile(cshader);
char const *shader_source = shader_source_string.c_str();
GLuint program = glCreateProgram();
GLuint compute_shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(compute_shader, 1, &shader_source, NULL);
glCompileShader(compute_shader);
glGetShaderInfoLog(compute_shader, 5000, &length, log);
if (length > 0) {
std::cout << cshader << "\n";
std::cout << "Compute Shader: " << log << "\n";
}
glAttachShader(program, compute_shader);
glLinkProgram(program);
glGetProgramInfoLog(program, 5000, &length, log);
if (length > 0)
std::cout << "Program: " << log << "\n";
return program;
}