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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/. | |
| 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) | |
| // Inputs: | |
| // geom_source string containing source code of geometry shader (can be | |
| // "" to mean use default pass-through) | |
| // 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 &geom_source, | |
| const std::string &vert_source, | |
| const std::string &frag_source, | |
| const std::map<std::string,GLuint> &attrib, | |
| GLuint & id); | |
| 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); | |
| 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); | |
| IGL_INLINE GLuint create_shader_program( | |
| const std::string & vert_source, | |
| const std::string & frag_source, | |
| const std::map<std::string,GLuint> &attrib); | |
| } | |
| } | |