Example #1
0
void UseEffect(Effect *effect) {

	glUseProgram(effect->getProgramID());

	Error error = _checkForErrors();
	if(error.Report().length() > 0) {
		throw error;
	}
}
Example #2
0
GLuint _compileShader(int shaderType, std::vector<std::string> scripts) {

	std::vector<const char*> scriptData;
	for(unsigned int i=0; i<scripts.size(); i++) {
		scriptData.push_back(scripts.at(i).data());
	}

	GLuint shaderID = glCreateShader(shaderType);
	glShaderSource(shaderID, scripts.size(), &scriptData[0], NULL);
	glCompileShader(shaderID);
	Error error = _checkShaderCompiled(shaderID, shaderType);
	if(error.Report().length() > 0) {
		throw error;
	}

	return shaderID;
}
Example #3
0
Effect::Effect(std::vector<std::string> scripts, std::vector<int> types) {

	GLuint programID = glCreateProgram();

	std::vector<std::string> vscript, fscript;

	for (unsigned int i=0; i<scripts.size(); i++) {
		if(types.at(i) == Vertex) {
			vscript.push_back(scripts.at(i));
		} else if(types.at(i) == Fragment) {
			fscript.push_back(scripts.at(i));
		}
	}

	GLuint vshaderID = _compileShader(Vertex, vscript);
	glAttachShader(programID, vshaderID);
	GLuint fshaderID = _compileShader(Fragment, fscript);
	glAttachShader(programID, fshaderID);

	Error error = _checkForErrors();
	if(error.Report().length() > 0) {
		throw error;
	}

	glLinkProgram(programID);
	GLint status;
	glGetProgramiv(programID, GL_LINK_STATUS, &status);
	if(status == GL_FALSE) {
		char programInfoLog[100];
		GLsizei length;
		glGetProgramInfoLog(programID, 100, &length, &programInfoLog[0]);
		throw Error(&programInfoLog[0]);
	}

	this->program = programID;
}