glsl.cc (1664B)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 | #include <stdio.h> #include <stdlib.h> #include "glad.h" #include "glsl.h" #include "log.h" // TODO: this is kinda crap because it calls delete void check_compile_status( GLuint shader ) { GLint ok; glGetShaderiv( shader, GL_COMPILE_STATUS, &ok ); if( ok == GL_FALSE ) { GLint len; glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &len ); char * buf = ( char * ) malloc( len ); if( buf == NULL ) { FATAL( "malloc" ); } glGetShaderInfoLog( shader, len, NULL, buf ); fprintf( stderr, "compiling the shader failed:\n%s", buf ); free( buf ); glDeleteShader( shader ); } } void check_link_status( GLuint program ) { GLint ok; glGetProgramiv( program, GL_LINK_STATUS, &ok ); if( ok == GL_FALSE ) { GLint len; glGetProgramiv( program, GL_INFO_LOG_LENGTH, &len ); char * buf = ( char * ) malloc( len ); if( buf == NULL ) { FATAL( "malloc" ); } glGetProgramInfoLog( program, len, NULL, buf ); fprintf( stderr, "linking the shader failed:\n%s", buf ); free( buf ); glDeleteProgram( program ); } } GLuint compile_shader( const char * vert, const char * frag, const char * out ) { GLuint vs = glCreateShader( GL_VERTEX_SHADER ); GLuint fs = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( vs, 1, &vert, NULL ); glShaderSource( fs, 1, &frag, NULL ); glCompileShader( vs ); check_compile_status( vs ); glCompileShader( fs ); check_compile_status( fs ); GLuint prog = glCreateProgram(); glAttachShader( prog, vs ); glAttachShader( prog, fs ); glBindFragDataLocation( prog, 0, out ); glLinkProgram( prog ); glDeleteShader( vs ); glDeleteShader( fs ); check_link_status( prog ); return prog; } |