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path: root/src/Shader/ShaderProgram.cpp
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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;
}

}