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- #ifndef IGL_CREATE_SHADER_PROGRAM_H
- #define IGL_CREATE_SHADER_PROGRAM_H
- #include "igl_inline.h"
- #include <string>
- #include <map>
- #ifdef __APPLE__
- # include <OpenGL/gl.h>
- #elif defined(_WIN32)
- # define NOMINMAX
- # include <Windows.h>
- # undef NOMINMAX
- # include <GL/glew.h>
- # include <GL/gl.h>
- #else
- # define GL_GLEXT_PROTOTYPES
- # include <GL/gl.h>
- # include <GL/glext.h>
- #endif
- namespace igl
- {
- // 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)
- // Inputs:
- // vert_source string containing source code of vertex shader
- // frag_source string containing source code of fragment shader
- // attrib map containing table of vertex attribute strings add their
- // correspondingly ids (generated previously using glBindAttribLocation)
- // Outputs:
- // id index id of created shader, set to 0 on error
- // Returns 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 also: destroy_shader_program
- 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);
- }
- #ifdef IGL_HEADER_ONLY
- # include "create_shader_program.cpp"
- #endif
- #endif
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