#include <msp/gl/extensions/arb_fragment_shader.h>
+#include <msp/gl/extensions/arb_geometry_shader4.h>
#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
-#include <msp/gl/extensions/ext_geometry_shader4.h>
+#include <msp/io/print.h>
#include "error.h"
#include "misc.h"
#include "shader.h"
void Shader::init(GLenum t)
{
+ static Require _req_base(ARB_shader_objects);
compiled = false;
if(t==GL_FRAGMENT_SHADER)
else if(t==GL_VERTEX_SHADER)
static Require _req(ARB_vertex_shader);
else if(t==GL_GEOMETRY_SHADER)
- static Require _req(EXT_geometry_shader4);
+ static Require _req(ARB_geometry_shader4);
id = glCreateShader(t);
}
compiled = get_shader_i(id, GL_COMPILE_STATUS);
if(!compiled)
throw compile_error(get_info_log());
+
+#ifdef DEBUG
+ string info_log = get_info_log();
+ if(!info_log.empty())
+ IO::print("Shader compile info log:\n%s", info_log);
+#endif
}
string Shader::get_info_log() const
{
GLsizei len = get_shader_i(id, GL_INFO_LOG_LENGTH);
- char *buf = new char[len+1];
- glGetShaderInfoLog(id, len+1, &len, buf);
- string log(buf, len);
- delete[] buf;
+ string log(len+1, 0);
+ glGetShaderInfoLog(id, len+1, &len, &log[0]);
+ log.erase(len);
return log;
}