//-----------------------------------------------------------------------------
// Purpose: Compiles a GL shader program and returns the handle. Returns 0 if
// the shader couldn't be compiled for some reason.
//-----------------------------------------------------------------------------
GLuint CMainApplication::CompileGLShader( const char *pchShaderName, const char *pchVertexShader, const char *pchFragmentShader )
{
GLuint unProgramID = glCreateProgram();
GLuint nSceneVertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource( nSceneVertexShader, 1, &pchVertexShader, NULL);
glCompileShader( nSceneVertexShader );
GLint vShaderCompiled = GL_FALSE;
glGetShaderiv( nSceneVertexShader, GL_COMPILE_STATUS, &vShaderCompiled);
if ( vShaderCompiled != GL_TRUE)
{
dprintf("%s - Unable to compile vertex shader %d!
", pchShaderName, nSceneVertexShader);
glDeleteProgram( unProgramID );
glDeleteShader( nSceneVertexShader );
return 0;
}
glAttachShader( unProgramID, nSceneVertexShader);
glDeleteShader( nSceneVertexShader ); // the program hangs onto this once it's attached
GLuint nSceneFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource( nSceneFragmentShader, 1, &pchFragmentShader, NULL);
glCompileShader( nSceneFragmentShader );
GLint fShaderCompiled = GL_FALSE;
glGetShaderiv( nSceneFragmentShader, GL_COMPILE_STATUS, &fShaderCompiled);
if (fShaderCompiled != GL_TRUE)
{
dprintf("%s - Unable to compile fragment shader %d!
", pchShaderName, nSceneFragmentShader );
glDeleteProgram( unProgramID );
glDeleteShader( nSceneFragmentShader );
return 0;
}
glAttachShader( unProgramID, nSceneFragmentShader );
glDeleteShader( nSceneFragmentShader ); // the program hangs onto this once it's attached
glLinkProgram( unProgramID );
GLint programSuccess = GL_TRUE;
glGetProgramiv( unProgramID, GL_LINK_STATUS, &programSuccess);
if ( programSuccess != GL_TRUE )
{
dprintf("%s - Error linking program %d!
", pchShaderName, unProgramID);
glDeleteProgram( unProgramID );
return 0;
}
glUseProgram( unProgramID );
glUseProgram( 0 );
return unProgramID;
}