Example #1
0
static void init_shader_program()
{
  GLuint vertex_shader, fragment_shader;
  GLint program_ok;

  vertex_shader = init_shader(GL_VERTEX_SHADER, "shaders/vertex.glsl");
  fragment_shader = init_shader(GL_FRAGMENT_SHADER, "shaders/fragment.glsl");
  if (vertex_shader == 0 || fragment_shader == 0) {
    Log("Could not init shaders\n");
  }

  program = glCreateProgram();
  glAttachShader(program, vertex_shader);
  glAttachShader(program, fragment_shader);

  glLinkProgram(program);
  glGetProgramiv(program, GL_LINK_STATUS, &program_ok);
  if (!program_ok) {
    Log("Failed to link shader program.");
    Log("Vertex shader log: %s", get_shader_log(vertex_shader));
    Log("Fragment shader log: %s", get_shader_log(fragment_shader));
    Engine_print_program_log();
    glDeleteProgram(program);
  }
  glUseProgram(program);
}
Example #2
0
	void shader_program::add_shader(const char* shader, const char* fname, GLenum type) {
		GLuint s = glCreateShader (type);
		glShaderSource(s, 1, &shader, NULL);
		glCompileShader(s);
		int result;
		glGetShaderiv(s, GL_COMPILE_STATUS, &result);
		if (result != GL_TRUE) {
			printf("Error compiling %s\n%s\n",fname,
				get_shader_log(s).c_str());
			
			backtrace();
			exit(1);
		}
		glAttachShader(program_id, s);
		attached.push_back(s);
	}
Example #3
0
static GLuint init_shader(GLenum type, const char *filename)
{
  GLchar *version;
  GLchar *source;
  GLuint shader;
  GLint length, shader_ok;

  // My linux laptop only has 300es support.
#ifdef __APPLE__
  version = "#version 330\n";
#elif __linux__
  version = "#version 300 es\n";
#endif

  source = Loader_get_file_contents(filename, &length);
  if (!source) {
    Log("Failed to load shader file: %s\n", filename);
    return 0;
  }

  shader = glCreateShader(type);
  if (shader == 0) {
    Log("Could not create shader %d\n", type);
    return 0;
  }

  const char *sources[2] = { version, source };
  GLint lengths[2] = { strlen(version), length };
  glShaderSource(shader, 2, sources, lengths);
  free(source);
  glCompileShader(shader);

  glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok);
  if (!shader_ok) {
    char *log = get_shader_log(shader);
    Log("Compilation error in shader %s: %s\n", filename, log);
    glDeleteShader(shader);
    return 0;
  }
  return shader;
}