74 lines
1.6 KiB
C++

#include "GLProgram.h"
#include <iostream>
using namespace std;
GLProgram::GLProgram()
{
m_id = 0;
}
GLProgram::~GLProgram()
{
if (m_id > 0)
{
glDeleteProgram(m_id);
}
}
bool GLProgram::create(const char *v_source, const char *f_source,
GLProgram::AttributeBinding *bindings)
{
if (!m_v_shader.create(GL_VERTEX_SHADER, v_source))
return false;
if (!m_f_shader.create(GL_FRAGMENT_SHADER, f_source))
return false;
m_id = glCreateProgram();
if (m_id <= 0)
return false;
glAttachShader(m_id, m_v_shader.get_id());
glAttachShader(m_id, m_f_shader.get_id());
if (bindings != NULL)
{
for (int i = 0; bindings[i].name != NULL; i++)
{
glBindAttribLocation(m_id, bindings[i].index, bindings[i].name);
}
}
glLinkProgram(m_id);
GLint link_status;
glGetProgramiv(m_id, GL_LINK_STATUS, &link_status);
if (link_status != GL_TRUE)
{
GLint log_length;
glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0)
{
char *log = new char[log_length];
glGetProgramInfoLog(m_id, log_length, &log_length, log);
cerr << "Program log:" << endl << log << endl;
delete[] log;
}
return false;
}
return true;
}
GLint GLProgram::get_uniform_location(const char *name)
{
return glGetUniformLocation(m_id, name);
}
void GLProgram::get_uniform_locations(const char **names, int num, GLint *locs)
{
for (int i = 0; i < num; i++)
{
locs[i] = get_uniform_location(names[i]);
}
}