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#include "util.h"
#include <iostream>
#include <vector>
namespace util {
GLint getUniform(GLuint program, const std::string& name) {
const GLint uniform = glGetUniformLocation(program, name.c_str());
if ( uniform == -1 ) {
std::cerr << "Could not bind uniform " << name << std::endl;
}
return uniform;
}
GLint compileShader(const std::string& source, GLenum type) {
GLint shader = glCreateShader(type);
if ( !shader ) {
std::cerr << "Cannot create a shader of type " << type << std::endl;
exit(-1);
}
const char* source_data = source.c_str();
const int source_length = source.size();
glShaderSource(shader, 1, &source_data, &source_length);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if ( !compiled ) {
std::cerr << "Cannot compile shader" << std::endl;
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
for( auto c : errorLog ) {
std::cerr << c;
}
std::cerr << std::endl;
}
return shader;
}
}
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