Program.cpp
author František Kučera <franta-hg@frantovo.cz>
Tue, 05 Dec 2023 22:55:25 +0100
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process all X11 event waiting in the queue in the same cycle avoid so called glitches after continuous key press or X11 tunelled through SSH
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/**
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 * ShaderShark
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 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, version 3 of the License.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 */
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#include <string>
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#include <exception>
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#include "Program.h"
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class Program::Impl {
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public:
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	GLuint id;
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};
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Program::Program() : impl(new Impl()) {
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	impl->id = glCreateProgram();
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}
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Program::~Program() {
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	glDeleteProgram(impl->id);
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	delete impl;
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}
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void Program::attachShader(const Shader& shader) {
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	glAttachShader(impl->id, shader.getId());
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}
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void Program::detachShader(const Shader& shader) {
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	glDetachShader(impl->id, shader.getId());
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}
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void Program::link() {
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	glLinkProgram(impl->id);
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	GLint linkStatus;
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	glGetProgramiv(impl->id, GL_LINK_STATUS, &linkStatus);
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	if (linkStatus != GL_TRUE) {
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		char error[512];
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		glGetProgramInfoLog(impl->id, sizeof (error), NULL, error);
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		throw std::logic_error(
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				std::string("GLSL: program failed to link: ") + error);
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	}
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}
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void Program::use() {
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	glUseProgram(impl->id);
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	checkError();
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}
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GLint Program::getAttribLocation(const std::string& name) {
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	return glGetAttribLocation(impl->id, name.c_str());
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}
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GLint Program::getUniformLocation(const std::string& name) {
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	return glGetUniformLocation(impl->id, name.c_str());
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}
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GLint Program::getFragDataLocation(const std::string& name) {
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	return glGetFragDataLocation(impl->id, name.c_str());
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}
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void Program::bindFragDataLocation(const std::string& name, const GLint color) {
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	glBindFragDataLocation(impl->id, color, name.c_str());
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}