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lbshaders.h
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/*
* lbshaders.h
* LBFont
*
* Created by Thomas Hansen on 9/22/10.
* Copyright 2010 University of iowa. All rights reserved.
*
*/
char *textFileRead(char *fn)
{
FILE *fp;
char *content = NULL;
int count=0;
if (fn != NULL) {
fp = fopen(fn,"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;
}
void printShaderInfoLog(GLuint obj)
{
int infologLength = 0;
int charsWritten = 0;
char *infoLog;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH,&infologLength);
if (infologLength > 0)
{
infoLog = (char *)malloc(infologLength);
glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog);
printf("%s\n",infoLog);
free(infoLog);
}
}
void printProgramInfoLog(GLuint obj)
{
int infologLength = 0;
int charsWritten = 0;
char *infoLog;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH,&infologLength);
if (infologLength > 0)
{
infoLog = (char *)malloc(infologLength);
glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);
printf("%s\n",infoLog);
free(infoLog);
}
}
GLuint createShaderProgram(char* vs_filename, char* fs_filename){
GLuint vs,fs,p;
vs = glCreateShader(GL_VERTEX_SHADER);
fs = glCreateShader(GL_FRAGMENT_SHADER);
printf("[Loading Shader] vertex:%s fragment:%s\n", vs_filename, fs_filename);
const char* vs_src = textFileRead(vs_filename);
const char* fs_src = textFileRead(fs_filename);
glShaderSource(vs, 1, &vs_src,NULL);
glShaderSource(fs, 1, &fs_src,NULL);
glCompileShader(vs);
glCompileShader(fs);
printShaderInfoLog(vs);
printShaderInfoLog(fs);
p = glCreateProgram();
glAttachShader(p,vs);
glAttachShader(p,fs);
glLinkProgram(p);
printProgramInfoLog(p);
free(vs_src);free(fs_src);
return p;
}