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70 lines
2.6 KiB
70 lines
2.6 KiB
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_OPENGL_CREATE_SHADER_PROGRAM_H
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#define IGL_OPENGL_CREATE_SHADER_PROGRAM_H
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#include "../igl_inline.h"
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#include "gl.h"
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#include <string>
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#include <map>
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namespace igl
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{
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namespace opengl
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{
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/// Create a shader program with a vertex and fragments shader loading from
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/// source strings and vertex attributes assigned from a map before linking the
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/// shaders to the program, making it ready to use with glUseProgram(id)
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///
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/// @param[in] geom_source string containing source code of geometry shader (can be
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/// "" to mean use default pass-through)
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/// @param[in] vert_source string containing source code of vertex shader
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/// @param[in] frag_source string containing source code of fragment shader
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/// @param[in] attrib map containing table of vertex attribute strings add their
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/// correspondingly ids (generated previously using glBindAttribLocation)
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/// @param[out] id index id of created shader, set to 0 on error
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/// @return true on success, false on error
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///
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/// \note Caller is responsible for making sure that current value of id is not
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/// leaking a shader (since it will be overwritten)
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///
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/// \see destroy_shader_program
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IGL_INLINE bool create_shader_program(
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const std::string &geom_source,
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const std::string &vert_source,
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const std::string &frag_source,
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const std::map<std::string,GLuint> &attrib,
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GLuint & id);
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/// \overload
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IGL_INLINE bool create_shader_program(
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const std::string &vert_source,
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const std::string &frag_source,
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const std::map<std::string,GLuint> &attrib,
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GLuint & id);
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/// \overload
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///
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/// @return index id of created shader, set to 0 on error
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IGL_INLINE GLuint create_shader_program(
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const std::string & geom_source,
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const std::string & vert_source,
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const std::string & frag_source,
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const std::map<std::string,GLuint> &attrib);
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/// \overload
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///
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/// @return index id of created shader, set to 0 on error
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IGL_INLINE GLuint create_shader_program(
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const std::string & vert_source,
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const std::string & frag_source,
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const std::map<std::string,GLuint> &attrib);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "create_shader_program.cpp"
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#endif
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#endif
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