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