cpp-cheat/opengl/common.h
2016-03-24 15:27:33 +01:00

53 lines
1.7 KiB
C

#ifndef COMMON_H
#define COMMON_H
#include <GL/gl.h>
/* Build and compile shader program, return it's ID. */
GLint common_get_shader_program(const char *vertex_shader_source, const char *fragment_shader_source) {
enum Consts {INFOLOG_LEN = 512};
GLchar infoLog[INFOLOG_LEN];
GLint fragment_shader;
GLint shader_program;
GLint success;
GLint vertex_shader;
/* Vertex shader */
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, INFOLOG_LEN, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
}
/* Fragment shader */
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, INFOLOG_LEN, NULL, infoLog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", infoLog);
}
/* Link shaders */
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_program, INFOLOG_LEN, NULL, infoLog);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED\n%s\n", infoLog);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return shader_program;
}
#endif