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shader.cpp
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49 lines (40 loc) · 1.52 KB
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#include "shader.h"
#include <iostream>
#include <fstream>
#include <sstream>
GLuint loadShader(const char* path, GLenum shaderType) {
std::ifstream shaderFile(path);
std::stringstream shaderStream;
shaderStream << shaderFile.rdbuf();
std::string shaderCode = shaderStream.str();
const char* shaderSource = shaderCode.c_str();
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &shaderSource, nullptr);
glCompileShader(shader);
int success;
char infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
std::cerr << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
return shader;
}
GLuint createShaderProgram(const char* vertexPath, const char* fragmentPath) {
GLuint vertexShader = loadShader(vertexPath, GL_VERTEX_SHADER);
GLuint fragmentShader = loadShader(fragmentPath, GL_FRAGMENT_SHADER);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
int success;
char infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}