-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathstructs.cpp
More file actions
66 lines (53 loc) · 2.1 KB
/
Copy pathstructs.cpp
File metadata and controls
66 lines (53 loc) · 2.1 KB
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
#include "structs.h"
#include <iostream>
Texture::Texture(GLuint iwidth, GLuint iheight, GLubyte* image, GLenum format) : width(iwidth), height(iheight)
{
// Generate texture id
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
// Load texture to ram
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, image);
// Setup params
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
Shader::Shader(const GLchar* vertex, const GLchar* fragment)
{
// load shader info
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertex, NULL);
glCompileShader(vertexShader);
GLchar infoLog[512];
GLint success;
// compile shader, like in cod :cool:
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "Error compiling vector shader: " << infoLog << std::endl;
}
// create fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragment, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "Error compiling fragment shader: " << infoLog << std::endl;
}
// create sub shader program
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success == 0) {
glGetProgramInfoLog(program, 512, NULL, infoLog);
std::cout << "Error linking shader program: " << infoLog << std::endl;
}
// delete shader
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
id = program;
}