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ShaderMaker.cpp
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ShaderMaker.cpp
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#include "ShaderMaker.h"
#include <iostream>
#include <fstream>
char* ShaderMaker::readShaderSource(const char* shaderFile)
{
FILE* fp = fopen(shaderFile, "rb");
if (fp == NULL) { return NULL; }
fseek(fp, 0L, SEEK_END);
long size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
char* buf = new char[size + 1];
fread(buf, 1, size, fp);
buf[size] = '\0';
fclose(fp);
return buf;
}
GLuint ShaderMaker::createProgram(char* vertexfilename, char *fragmentfilename)
{
GLenum ErrorCheckValue = glGetError();
//cout << ErrorCheckValue;
if (ErrorCheckValue != GL_NO_ERROR)
{
fprintf(
stderr,
"ERROR: %s\n",
gluErrorString(ErrorCheckValue)
);
exit(-1);
}
glClearColor(0.0, 0.0, 0.0, 0.0);
// Creiamo gli eseguibili degli shader
//Leggiamo il codice del Vertex Shader
GLchar* VertexShader = readShaderSource(vertexfilename);
//Visualizzo sulla console il CODICE VERTEX SHADER
//cout << VertexShader;
//Generiamo un identificativo per il vertex shader
GLuint vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
//Associamo all'identificativo il codice del vertex shader
glShaderSource(vertexShaderId, 1, (const char**)&VertexShader, NULL);
//Compiliamo il Vertex Shader
glCompileShader(vertexShaderId);
int success;
char infoLog[512];
glGetShaderiv(vertexShaderId, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShaderId, 512, NULL, infoLog);
std::cout << "ERROR: compilation of \"" << vertexfilename << "\" failed\n" << infoLog << std::endl;
}
else {
cout << "compilation of \"" << vertexfilename << "\" OK" << endl;
}
//Leggiamo il codice del Fragment Shader
const GLchar* FragmentShader = readShaderSource(fragmentfilename);
//Visualizzo sulla console il CODICE FRAGMENT SHADER
//cout << FragmentShader;
//Generiamo un identificativo per il FRAGMENT shader
GLuint fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderId, 1, (const char**)&FragmentShader, NULL);
//Compiliamo il FRAGMENT SHader
glCompileShader(fragmentShaderId);
glGetShaderiv(fragmentShaderId, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShaderId, 512, NULL, infoLog);
std::cout << "ERROR: compilation of \"" << fragmentfilename << "\" failed\n" << infoLog << std::endl;
}
else {
cout << "compilation of \"" << fragmentfilename << "\" OK" << endl;
}
ErrorCheckValue = glGetError();
//cout << ErrorCheckValue;
if (ErrorCheckValue != GL_NO_ERROR)
{
fprintf(
stderr,
"ERROR: Could not create the shaders: %s \n",
gluErrorString(ErrorCheckValue)
);
exit(-1);
}
//Creiamo un identificativo di un eseguibile e gli colleghiamo i due shader compilati
GLuint programId = glCreateProgram();
glAttachShader(programId, vertexShaderId);
glAttachShader(programId, fragmentShaderId);
glLinkProgram(programId);
return programId;
}