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#include "program.h"
#include "shader.h"
#include <format>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <location.h>
#include <maths.h>
void
Program::linkAndValidate() const
{
glLinkProgram(m_program);
checkProgramError(m_program, GL_LINK_STATUS, "Error linking shader program");
glValidateProgram(m_program);
checkProgramError(m_program, GL_VALIDATE_STATUS, "Invalid shader program");
}
void
Program::use() const
{
glUseProgram(m_program);
}
void
Program::checkProgramError(GLuint program, GLuint flag, std::string_view errorMessage) const
{
GLint success = 0;
glGetProgramiv(program, flag, &success);
if (success == GL_FALSE) {
std::array<GLchar, 1024> error {};
glGetProgramInfoLog(program, error.size(), nullptr, error.data());
throw std::runtime_error {std::format("{}: '{}'", errorMessage, error.data())};
}
}
Program::UniformLocation::UniformLocation(GLuint program, const char * name) :
location {glGetUniformLocation(program, name)}
{
}
Program::RequiredUniformLocation::RequiredUniformLocation(GLuint program, const char * name) :
UniformLocation {program, name}
{
if (location < 0) {
throw std::logic_error {std::format("Required uniform does not exist: {}", name)};
}
}
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