A Simple C++ OpenGL Shader Loader – Improved

I wrote one back in 2013, but I’ve learnt some things since then, so I’ve re-written it all with some changes. You can still load/compile shaders from strings or files, and then link/validate/use the resulting shader programs, only this time its all a little bit cleaner and more robust.

The main deficiencies of the previous incarnation were:

  • The Shader class wasn’t required for what I was using this stuff for, so I stripped it out – now you just create a ShaderProgram directly,
  • Error logs weren’t shown for any shader or shader program errors,
  • The shader program didn’t get validated,
  • Abuse of exit(-1) rather than throwing unchecked runtime_errors,
  • Inclusion of using clauses in headers, and
  • Possible wonky static declaration and initialisation of const_iterator error in uniform location getter meant that it might have only “got” the uniform location correcty on first run, when the const_iterator was declared – but in practice I haven’t seen any issues, perhaps because I spotted and fixed it but forgot to update article though…

Anyway, below is an improved version that fixes all of the above – here’s how you use it…

Usage

ShaderProgram Class Source Code

Here’s the code for the class itself:

Note: I’m not convinced that the compiler will even consider inlining the use() and disable() methods when the program is built as a hpp – I think I’d have to break it into .h and .cpp files for that… other than that I’m thinking the above code is pretty clean, robust and usable.

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