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#include "program.h"
#include "shader.h"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <location.hpp>
#include <maths.h>
void
Program::linkAndValidate() const
{
glLinkProgram(m_program);
Shader::CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
glValidateProgram(m_program);
Shader::CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
}
void
Program::use() const
{
glUseProgram(m_program);
}
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::string {"Required uniform does not exist: "} + name);
}
}
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