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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/. | |
| 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; | |
| } | |
| // Explicit template instantiation | |