96 lines
2.7 KiB
C++
96 lines
2.7 KiB
C++
// Copyright (c) 2011 The Native Client Authors. All rights reserved.
|
|
// Use of this source code is governed by a BSD-style license that can be
|
|
// found in the LICENSE file.
|
|
|
|
#include "shader_util.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
|
|
namespace shader_util {
|
|
|
|
GLuint CreateShaderOfType(GLenum type, const char *shader_src) {
|
|
GLuint shader;
|
|
GLint compiled;
|
|
|
|
// Create the shader object
|
|
shader = glCreateShader(type);
|
|
|
|
if (shader == 0)
|
|
return 0;
|
|
|
|
// Load and compile the shader source
|
|
glShaderSource(shader, 1, &shader_src, NULL);
|
|
glCompileShader(shader);
|
|
|
|
// Check the compile status
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
|
if (compiled == 0) {
|
|
GLint info_len = 0;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
|
|
if (info_len > 1) {
|
|
char* info_log = reinterpret_cast<char*>(malloc(sizeof(char) * info_len));
|
|
glGetShaderInfoLog(shader, info_len, NULL, info_log);
|
|
// TODO(dspringer): We could really use a logging API.
|
|
printf("Error compiling shader:\n%s\n", info_log);
|
|
free(info_log);
|
|
}
|
|
glDeleteShader(shader);
|
|
return 0;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
GLuint CreateProgramFromVertexAndFragmentShaders(
|
|
const char *vertex_shader_src, const char *fragment_shader_src) {
|
|
GLuint vertex_shader;
|
|
GLuint fragment_shader;
|
|
GLuint program_object;
|
|
GLint linked;
|
|
|
|
// Load the vertex/fragment shaders
|
|
vertex_shader = CreateShaderOfType(GL_VERTEX_SHADER, vertex_shader_src);
|
|
if (vertex_shader == 0)
|
|
return 0;
|
|
fragment_shader = CreateShaderOfType(GL_FRAGMENT_SHADER, fragment_shader_src);
|
|
if (fragment_shader == 0) {
|
|
glDeleteShader(vertex_shader);
|
|
return 0;
|
|
}
|
|
|
|
// Create the program object and attach the shaders.
|
|
program_object = glCreateProgram();
|
|
if (program_object == 0)
|
|
return 0;
|
|
glAttachShader(program_object, vertex_shader);
|
|
glAttachShader(program_object, fragment_shader);
|
|
|
|
// Link the program
|
|
glLinkProgram(program_object);
|
|
|
|
// Check the link status
|
|
glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
|
|
if (linked == 0) {
|
|
GLint info_len = 0;
|
|
glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &info_len);
|
|
if (info_len > 1) {
|
|
char* info_log = reinterpret_cast<char*>(malloc(info_len));
|
|
glGetProgramInfoLog(program_object, info_len, NULL, info_log);
|
|
// TODO(dspringer): We could really use a logging API.
|
|
printf("Error linking program:\n%s\n", info_log);
|
|
free(info_log);
|
|
}
|
|
glDeleteProgram(program_object);
|
|
return 0;
|
|
}
|
|
|
|
// Delete these here because they are attached to the program object.
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(fragment_shader);
|
|
|
|
return program_object;
|
|
}
|
|
|
|
} // namespace shader_util
|