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#include <GL/glew.h>
#include <stdexcept>
#include "ShaderProgram.hpp"
namespace MC {
ShaderProgram::ShaderProgram(Shader fragment, Shader vertex) {
m_program = glCreateProgram();
glAttachShader(m_program, fragment.get());
glAttachShader(m_program, vertex.get());
glLinkProgram(m_program);
glDeleteShader(fragment.get());
glDeleteShader(vertex.get());
GLint success;
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
if(!success) {
char message[512] = {};
glGetProgramInfoLog(m_program, 512, nullptr, message);
throw std::runtime_error(message);
}
}
void ShaderProgram::bind() const {
glUseProgram(m_program);
}
Uniform ShaderProgram::uniform(const std::string& name) const {
auto index = glGetUniformLocation(m_program, name.c_str());
return {name, static_cast<uint32_t>(index)};
}
uint32_t ShaderProgram::get() const {
return m_program;
}
}
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