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shader.cc
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#include "shader.h"
#include <iostream>
namespace sandbox {
Shader :: Shader(const GLchar* vertexPath, const GLchar* fragmentPath) {
// Get sources
std::ifstream vShaderFile, fShaderFile;
std::string vertexCode, fragmentCode;
vShaderFile.exceptions(std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::badbit);
try {
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e) {
std::cout << "File read error" << std::endl;
exit(-1);
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
GLuint vert, frag;
GLint success;
GLchar infoLog[512];
vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &vShaderCode, NULL);
glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(vert, 512, NULL, infoLog);
std::cout << "Vertex shader compile time error\n" << infoLog << std::endl;
exit(-1);
}
frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &fShaderCode, NULL);
glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(frag, 512, NULL, infoLog);
std::cout << "Fragment shader compile time error\n" << infoLog << std::endl;
exit(-1);
}
this->program = glCreateProgram();
glAttachShader(this->program, vert);
glAttachShader(this->program, frag);
glLinkProgram(this->program);
glGetProgramiv(this->program, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(this->program, 512, NULL, infoLog);
std::cout << "Linking error\n" << infoLog << std::endl;
exit(-1);
}
glDeleteShader(vert);
glDeleteShader(frag);
}
void Shader :: use() {
glUseProgram(this->program);
}
} // end of namespace sandbox