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#include "../../../include/RenderBackend/OpenGL/ShaderProgram.hpp"
#include "../../../include/RenderBackend/OpenGL/Shader.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
using namespace std;
namespace amalgine {
ShaderProgram::ShaderProgram(u32 shader_program_id) : program_id(shader_program_id) {
}
ShaderProgram::~ShaderProgram()
{
GLint numAttachedShaders = 0;
glGetProgramiv(program_id, GL_ATTACHED_SHADERS, &numAttachedShaders);
GLuint *attachedShaders = new GLuint[numAttachedShaders];
glGetAttachedShaders(program_id, numAttachedShaders, nullptr, attachedShaders);
for(int i = 0; i < numAttachedShaders; ++i)
{
GLuint attachedShaderId = attachedShaders[i];
glDetachShader(program_id, attachedShaderId);
}
glDeleteProgram(program_id);
delete []attachedShaders;
}
// static
Result<std::unique_ptr<ShaderProgram>> ShaderProgram::build(const std::vector<Shader*> &shaders) {
u32 shader_program_id = glCreateProgram();
if(shader_program_id == 0)
return Result<std::unique_ptr<ShaderProgram>>::Err("Failed to create shader program");
for(Shader *shader : shaders) {
glAttachShader(shader_program_id, shader->id);
}
glLinkProgram(shader_program_id);
std::unique_ptr<ShaderProgram> shader_program;
shader_program.reset(new ShaderProgram(shader_program_id));
return Result<std::unique_ptr<ShaderProgram>>::Ok(std::move(shader_program));
}
ShaderFrame ShaderProgram::create_frame() {
return { program_id };
}
}
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