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ShaderProgram.cpp
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63 lines (55 loc) · 1.87 KB
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#include "ShaderProgram.h"
namespace EvoLisa {
ShaderProgram::ShaderProgram (string verShaderSourcePath, string fragShaderSourcePath) {
GLint success;
GLchar infoLog[512];
CreateShader (GL_VERTEX_SHADER, verShaderSourcePath);
CreateShader (GL_FRAGMENT_SHADER, fragShaderSourcePath);
GLint shaderProgram = glCreateProgram ();
for each (GLuint i in shaderIDs) {
glAttachShader (shaderProgram, i);
}
glLinkProgram (shaderProgram);
glGetProgramiv (shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog (shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
shaderProgramID = shaderProgram;
}
ShaderProgram::~ShaderProgram () {
}
void ShaderProgram::CreateShader (int T, string filePath) {
GLchar infoLog[512];
GLint success;
GLuint Shader;
Shader = glCreateShader (T);
string str = FileReader::ReadShaderSource (filePath);
const char *shaderSource = str.c_str ();
glShaderSource (Shader, 1, &shaderSource, NULL);
glCompileShader (Shader);
glGetShaderiv (Shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog (Shader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
shaderIDs.push_back (Shader);
}
void ShaderProgram::AttachShader (int T, string filePath) {
GLint success;
GLchar infoLog[512];
CreateShader (T, filePath);
glDeleteProgram (shaderProgramID);
GLint shaderProgram = glCreateProgram ();
for each (GLuint i in shaderIDs) {
glAttachShader (shaderProgram, i);
}
glLinkProgram (shaderProgram);
glGetProgramiv (shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog (shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
shaderProgramID = shaderProgram;
}
}