| 179 | } |
| 180 | |
| 181 | void build() |
| 182 | { |
| 183 | GLint status; |
| 184 | |
| 185 | gl()->glCompileShader(vertex_shader); |
| 186 | gl()->glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status); |
| 187 | |
| 188 | if (status != GL_TRUE) |
| 189 | { |
| 190 | gl()->glGetShaderInfoLog(vertex_shader, sizeof(error_buffer), NULL, error_buffer); |
| 191 | |
| 192 | std::cerr << "failed to compile vertex shader!" << std::endl << error_buffer << std::endl; |
| 193 | } |
| 194 | |
| 195 | gl()->glCompileShader(fragment_shader); |
| 196 | |
| 197 | gl()->glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status); |
| 198 | if (status != GL_TRUE) |
| 199 | { |
| 200 | gl()->glGetShaderInfoLog(fragment_shader, sizeof(error_buffer), NULL, error_buffer); |
| 201 | |
| 202 | std::cerr << "failed to compile fragment shader!" << std::endl << error_buffer << std::endl; |
| 203 | } |
| 204 | |
| 205 | program = gl()->glCreateProgram(); |
| 206 | gl()->glAttachShader(program, vertex_shader); |
| 207 | gl()->glAttachShader(program, fragment_shader); |
| 208 | |
| 209 | gl()->glLinkProgram(program); |
| 210 | |
| 211 | gl()->glGetProgramiv(program, GL_LINK_STATUS, &status); |
| 212 | |
| 213 | if (status != GL_TRUE) |
| 214 | { |
| 215 | gl()->glGetProgramInfoLog(program, sizeof(error_buffer), NULL, error_buffer); |
| 216 | std::cerr << "failed to link shader program!" << std::endl << error_buffer << std::endl; |
| 217 | } |
| 218 | } |
| 219 | |
| 220 | GLint getAttributeLocation(const std::string& name) |
| 221 | { |