Exemplo n.º 1
0
 void Program::link()
 {
   glLinkProgram(program);
   GL_CHECK_ERROR();
   if (programLinkStatus(program) == false)
     throw error("error linking program: " + programInfoLog(program));
 }
Exemplo n.º 2
0
bool Shader::load(const std::string name, const char* vertexFilename, const char* fragmentFilename)
{
	m_name = name;
	GLint success = 0;
	
	//here we create a vertex shader and set the shader source
	m_vertexShader = loadShader(vertexFilename, GL_VERTEX_SHADER);
	
	//next compile the vertex shader
	glCompileShader(m_vertexShader);
	
	//check if it compiled ok.
	glGetShaderiv(m_vertexShader, GL_COMPILE_STATUS, &success);

	if(!success)
	{
		std::cout << std::endl << "Error compiling GLSL vertex shader: '" << vertexFilename << "'" << std::endl << std::endl;
		std::cout << "Shader info log:" << std::endl << shaderInfoLog(m_vertexShader) << std::endl;
		
		return false;
	}

	else
	{
		//create a fragment shader and set the shader source
		m_fragmentShader = loadShader(fragmentFilename, GL_FRAGMENT_SHADER);

		//compile the fragment shader
		glCompileShader(m_fragmentShader);

		//check for any compiling errors
		glGetShaderiv(m_fragmentShader, GL_COMPILE_STATUS, &success);

		if(!success)
		{
			std::cout << std::endl << "Error compiling GLSL fragment shader: '" << fragmentFilename << "'" << std::endl << std::endl;
			std::cout << "Shader info log:" << std::endl << shaderInfoLog(m_fragmentShader) << std::endl;
			
			return false;
		}
        
		else
		{
			//create the program
			m_programObject = glCreateProgram();

			//attach the vertex and fragment shaders
			glAttachShader(m_programObject, m_vertexShader);
			glAttachShader(m_programObject, m_fragmentShader);

			//link it all together
			glLinkProgram(m_programObject);

			//check for any errors with the shader program
			glGetProgramiv(m_programObject, GL_LINK_STATUS, &success);
        
			if(!success)
			{
				std::cout << std::endl << "Error linking GLSL shaders into a shader program." << std::endl;
				std::cout << "GLSL vertex shader: '" << vertexFilename << "'" << std::endl;
				std::cout << "GLSL fragment shader: '" << fragmentFilename << "'" << std::endl << std::endl;
				std::cout << "Program info log:" << std::endl << programInfoLog(m_programObject) << std::endl;
				
				return false;
			}
		}
    }

	std::cout << "Loaded GLSL program: '" << m_name << "'" << std::endl;

	return true;
}