#include #include #include #include "shader.h" std::string getContents(std::string filePath) { std::ifstream ifs(filePath); std::string content( (std::istreambuf_iterator(ifs) ), (std::istreambuf_iterator() ) ); return content; } unsigned int compileShader(std::string path, GLenum type) { int success; unsigned int shader = glCreateShader(type); std::string source = getContents(path); const char* source2 = source.c_str(); glShaderSource(shader, 1, &source2, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if(success != 1) { char infoLog[256]; glGetShaderInfoLog(shader, 512, NULL, infoLog); printf("Fragment shader %s failed to compile: [%d]: %s\n", path.c_str(), success, infoLog); abort(); } return shader; } Shader::Shader(std::string vertexShaderPath, std::string fragmentShaderPath) { unsigned int vertexShader = compileShader(vertexShaderPath, GL_VERTEX_SHADER); unsigned int fragmentShader = compileShader(fragmentShaderPath, GL_FRAGMENT_SHADER); int success; id = glCreateProgram(); glAttachShader(id, vertexShader); glAttachShader(id, fragmentShader); glLinkProgram(id); glGetProgramiv(id, GL_LINK_STATUS, &success); if(success != 1) { char infoLog[256]; glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); printf("Shader program failed to link: [%d]: %s\n", success, infoLog); abort(); } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); } Shader::~Shader() { glDeleteProgram(id); } void Shader::use() { glUseProgram(id); }