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opengl_utils.cpp
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#include "opengl_utils.h"
#include <stdio.h>
void is_bad_problem() {
switch(glGetError()) {
break;
case GL_NO_ERROR:
fprintf(stderr, "No error has been recorded. The value of this symbolic constant is guaranteed to be 0.\n");
break;
case GL_INVALID_ENUM:
fprintf(stderr, "An unacceptable value is specified for an enumerated argument. The offending command is ignored and has no other\n");
fprintf(stderr, "side effect than to set the error flag.\n");
break;
case GL_INVALID_VALUE:
fprintf(stderr, "A numeric argument is out of range. The offending command is ignored and has no other side effect than to set the\n");
fprintf(stderr, "error flag.\n");
break;
case GL_INVALID_OPERATION:
fprintf(stderr, "The specified operation is not allowed in the current state. The offending command is ignored and has no other side\n");
fprintf(stderr, "effect than to set the error flag.\n");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
fprintf(stderr, "The framebuffer object is not complete. The offending command is ignored and has no other side effect than to set\n");
fprintf(stderr, "the error flag.\n");
break;
case GL_OUT_OF_MEMORY:
fprintf(stderr, "There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of\n");
fprintf(stderr, "the error flags, after this error is recorded.\n");
break;
default:
fprintf(stderr, "wtf even\n");
}
}
GLint compile_shader(const char* vertex_shader_source, const char* fragment_shader_source) {
enum Consts {INFOLOG_LEN = 512};
GLchar infoLog[INFOLOG_LEN];
GLint fragment_shader;
GLint shader_program;
GLint success;
GLint vertex_shader;
/* Vertex shader */
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, INFOLOG_LEN, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
}
/* Fragment shader */
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, INFOLOG_LEN, NULL, infoLog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", infoLog);
}
/* Link shaders */
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_program, INFOLOG_LEN, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED\n%s\n", infoLog);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return shader_program;
}