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shader.cpp
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112 lines (90 loc) · 2.03 KB
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#include "shader.hpp"
using namespace std;
static char* textFileRead(const char *fileName)
{
/*char* text;
if (fileName != NULL)
{
FILE *file = fopen(fileName, "rt");
if (file != NULL)
{
fseek(file, 0, SEEK_END);
int count = ftell(file);
rewind(file);
if (count > 0)
{
text = (char*)malloc(sizeof(char) * (count + 1));
count = fread(text, sizeof(char), count, file);
text[count] = '\0';
}
fclose(file);
}
}
return text;*/
FILE *fp;
char *content = NULL;
int count = 0;
if (fileName != NULL)
{
fp = fopen(fileName,"rt");
if (fp != NULL)
{
fseek(fp, 0, SEEK_END);
count = ftell(fp);
rewind(fp);
if (count > 0)
{
content = (char *)malloc(sizeof(char) * (count+1));
count = fread(content,sizeof(char),count,fp);
content[count] = '\0';
}
fclose(fp);
}
}
return content;
}
Shader::Shader(){}
Shader::Shader(const char *vsFile, const char *fsFile)
{
init(vsFile, fsFile);
}
void Shader::init(const char *vsFile, const char *fsFile)
{
shader_vp = glCreateShader(GL_VERTEX_SHADER);
shader_fp = glCreateShader(GL_FRAGMENT_SHADER);
const char* vsText = textFileRead(vsFile);
const char* fsText = textFileRead(fsFile);
if (vsText == NULL || fsText == NULL)
{
cerr << "Either vertex shader or fragment shader file not found." << endl;
return;
}
glShaderSource(shader_vp, 1, &vsText, 0);
glShaderSource(shader_fp, 1, &fsText, 0);
glCompileShader(shader_vp);
glCompileShader(shader_fp);
shader_id = glCreateProgram();
glAttachShader(shader_id, shader_fp);
glAttachShader(shader_id, shader_vp);
glLinkProgram(shader_id);
}
Shader::~Shader()
{
glDetachShader(shader_id, shader_fp);
glDetachShader(shader_id, shader_vp);
glDeleteShader(shader_fp);
glDeleteShader(shader_vp);
glDeleteProgram(shader_id);
}
unsigned int Shader::id()
{
return shader_id;
}
void Shader::bind()
{
glUseProgram(shader_id);
}
void Shader::unbind()
{
glUseProgram(0);
}