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ShaderProgram.cpp
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#include <assert.h>
#include <cstdlib>
#include <iostream>
#include "ShaderProgram.h"
#include "Utl.h"
ShaderProgram::ShaderProgram():
mProgram( gl::program_id( 0 ) )
{
}
void ShaderProgram::Create()
{
assert( !Created() );
mProgram = gl::CreateProgram();
if (!Created()) {
DBOUT( "Error creating shader program\n" );
exit( 1 );
}
}
void ShaderProgram::AttachShader( gl::shader_id shader )
{
gl::AttachShader( mProgram, shader );
mShaders.push_back( shader );
}
void ShaderProgram::Activate()
{
Link();
Validate();
Use();
CleanupShaders();
}
void ShaderProgram::Link()
{
PerformAction( gl::LinkProgram, GL_LINK_STATUS, "linking" );
}
void ShaderProgram::Validate()
{
PerformAction( gl::ValidateProgram, GL_VALIDATE_STATUS, "validating" );
}
void ShaderProgram::Use()
{
gl::UseProgram( mProgram );
}
void ShaderProgram::CleanupShaders()
{
for (auto shader : mShaders) { gl::DetachShader( mProgram, shader ); }
for (auto shader : mShaders) { gl::DeleteShader( shader ); }
}
void ShaderProgram::PerformAction( std::function< void( gl::program_id ) > gl_func,
GLenum status_type,
const char* desc )
{
GLint success = 0;
GLchar error_log[1024];
gl_func( mProgram );
gl::GetProgramiv( mProgram, status_type, &success );
if (!success) {
gl::GetProgramInfoLog( mProgram, sizeof error_log, NULL, error_log );
DBOUT( "Error " << desc << " shader program: '" << error_log << "'\n" );
exit( 1 );
}
}