| 176 | } |
| 177 | |
| 178 | void build() |
| 179 | { |
| 180 | GLint status; |
| 181 | |
| 182 | gl()->glCompileShader(vertex_shader); |
| 183 | gl()->glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status); |
| 184 | |
| 185 | if(status != GL_TRUE) |
| 186 | { |
| 187 | gl()->glGetShaderInfoLog(vertex_shader, sizeof(error_buffer), NULL, error_buffer); |
| 188 | |
| 189 | LOG_ERROR << "failed to compile vertex shader!" << std::endl << error_buffer; |
| 190 | } |
| 191 | |
| 192 | gl()->glCompileShader(fragment_shader); |
| 193 | |
| 194 | gl()->glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status); |
| 195 | if(status != GL_TRUE) |
| 196 | { |
| 197 | gl()->glGetShaderInfoLog(fragment_shader, sizeof(error_buffer), NULL, error_buffer); |
| 198 | |
| 199 | LOG_ERROR << "failed to compile fragment shader!" << std::endl << error_buffer; |
| 200 | } |
| 201 | |
| 202 | program = gl()->glCreateProgram(); |
| 203 | gl()->glAttachShader(program, vertex_shader); |
| 204 | gl()->glAttachShader(program, fragment_shader); |
| 205 | |
| 206 | for(FragDataMap::iterator it = frag_data_map_.begin(); it != frag_data_map_.end(); ++it) |
| 207 | { |
| 208 | gl()->glBindFragDataLocation(program, it->second, it->first.c_str()); |
| 209 | } |
| 210 | |
| 211 | gl()->glLinkProgram(program); |
| 212 | |
| 213 | gl()->glGetProgramiv(program, GL_LINK_STATUS, &status); |
| 214 | |
| 215 | if(status != GL_TRUE) |
| 216 | { |
| 217 | gl()->glGetProgramInfoLog(program, sizeof(error_buffer), NULL, error_buffer); |
| 218 | LOG_ERROR << "failed to link shader program!" << std::endl << error_buffer; |
| 219 | } |
| 220 | CHECKGL(); |
| 221 | } |
| 222 | |
| 223 | GLint getAttributeLocation(const std::string& name) |
| 224 | { |
no test coverage detected