Datasets:

Modalities:
Image
Text
Formats:
text
Size:
< 1K
Libraries:
Datasets
License:
File size: 3,405 Bytes
5b89cb9
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
// 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/.
#include "create_shader_program.h"

#include "load_shader.h"
#include "print_program_info_log.h"
#include <iostream>
#include <cstdio>

IGL_INLINE bool igl::opengl::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)
{
  using namespace std;
  if(vert_source == "" && frag_source == "")
  {
    cerr<<
      "create_shader_program() could not create shader program,"
      " both .vert and .frag source given were empty"<<endl;
    return false;
  }

  // create program
  id = glCreateProgram();
  if(id == 0)
  {
    cerr<<"create_shader_program() could not create shader program."<<endl;
    return false;
  }
  GLuint g = 0,f = 0,v = 0;

  if(geom_source != "")
  {
    // load vertex shader
    g = igl::opengl::load_shader(geom_source.c_str(),GL_GEOMETRY_SHADER);
    if(g == 0)
    {
      cerr<<"geometry shader failed to compile."<<endl;
      return false;
    }
    glAttachShader(id,g);
  }

  if(vert_source != "")
  {
    // load vertex shader
    v = igl::opengl::load_shader(vert_source.c_str(),GL_VERTEX_SHADER);
    if(v == 0)
    {
      cerr<<"vertex shader failed to compile."<<endl;
      return false;
    }
    glAttachShader(id,v);
  }

  if(frag_source != "")
  {
    // load fragment shader
    f = igl::opengl::load_shader(frag_source.c_str(),GL_FRAGMENT_SHADER);
    if(f == 0)
    {
      cerr<<"fragment shader failed to compile."<<endl;
      return false;
    }
    glAttachShader(id,f);
  }

  // loop over attributes
  for(
    std::map<std::string,GLuint>::const_iterator ait = attrib.begin();
    ait != attrib.end();
    ait++)
  {
    glBindAttribLocation(
      id,
      (*ait).second,
      (*ait).first.c_str());
  }
  // Link program
  glLinkProgram(id);
  const auto & detach = [&id](const GLuint shader)
  {
    if(shader)
    {
      glDetachShader(id,shader);
      glDeleteShader(shader);
    }
  };
  detach(g);
  detach(f);
  detach(v);

  // print log if any
  igl::opengl::print_program_info_log(id);

  return true;
}

IGL_INLINE bool igl::opengl::create_shader_program(
  const std::string & vert_source,
  const std::string & frag_source,
  const std::map<std::string,GLuint> & attrib,
  GLuint & prog_id)
{
  return create_shader_program("",vert_source,frag_source,attrib,prog_id);
}


IGL_INLINE GLuint igl::opengl::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 prog_id = 0;
  create_shader_program(geom_source,vert_source,frag_source,attrib,prog_id);
  return prog_id;
}

IGL_INLINE GLuint igl::opengl::create_shader_program(
  const std::string & vert_source,
  const std::string & frag_source,
  const std::map<std::string,GLuint> & attrib)
{
  GLuint prog_id = 0;
  create_shader_program(vert_source,frag_source,attrib,prog_id);
  return prog_id;
}

#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
#endif