skein/src/gfx.cpp

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#include "gfx.hpp"
#include <iostream>
#include "io.hpp"
GLuint compileShader(const std::string& shaderPath, GLenum shaderType)
{
GLuint shader;
GLint success;
std::string shaderSource = readFile(shaderPath);
const char* source = shaderSource.c_str();
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar infoLog[512];
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cerr << "shader compilation failed" << std::endl
<< infoLog << std::endl;
}
return shader;
}
GLuint compileShaderProgram()
{
GLuint vertShader = compileShader("./vert.glsl", GL_VERTEX_SHADER);
GLuint fragShader = compileShader("./frag.glsl", GL_FRAGMENT_SHADER);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertShader);
glAttachShader(shaderProgram, fragShader);
glLinkProgram(shaderProgram);
GLint success;
GLchar infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cerr << "shader linking failed" << std::endl
<< infoLog << std::endl;
exit(-1);
}
// We no longer need the individual shaders
glDeleteShader(vertShader);
glDeleteShader(fragShader);
return shaderProgram;
}