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// Copyright 2022-2023 Gabriel Jensen.
#include <bow/init.hxx>
#include <glad/glad.h>
#include <stdexcept>
void ::bow::bow::compShdProg(GLuint & shdProg,char const * const nm) noexcept {
bow_log("compiling shader program \"%s\"",nm);
GLuint vtxShd;
GLuint fragShd;
try {
compShd(vtxShd, nm, GL_VERTEX_SHADER);
compShd(fragShd,nm,GL_FRAGMENT_SHADER);
}
catch (::std::runtime_error const & e) {
bow_logErr("%s",e.what());
::bow::abrt();
}
catch (::std::bad_alloc const & e) {
bow_logErr("unable to allocate memory for shader data");
::bow::abrt();
}
shdProg = glCreateProgram();
glAttachShader(shdProg,vtxShd);
glAttachShader(shdProg,fragShd);
glLinkProgram(shdProg);
glDeleteShader(vtxShd);
glDeleteShader(fragShd);
}
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