/* * Copyright © 2012 Ian D. Romanick * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include #include #include #include "shader.h" void shader_program::init() { this->program = glCreateProgram(); this->log = 0; } shader_program::shader_program() { init(); } shader_program::shader_program(GLint shader, ...) { va_list ap; GLint sh; init(); glAttachShader(this->program, shader); va_start(ap, shader); while ((sh = va_arg(ap, GLint)) != 0) { glAttachShader(this->program, sh); } va_end(ap); } shader_program::~shader_program() { glDeleteProgram(this->program); this->program = 0; if (this->log) { gluReleaseInfoLog(this->log); this->log = 0; } } bool shader_program::link() { return gluLinkProgram(this->program, &this->log); }