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authorMatt Kosarek <matt.kosarek@canonical.com>2025-12-29 09:34:00 -0500
committerMatt Kosarek <matt.kosarek@canonical.com>2025-12-29 09:34:00 -0500
commitbf4b3a5c35152c1292757134123b3363d0f81bf6 (patch)
tree7796e03d309c43115596f78d553a74f911f82218 /themes/src/shader.cpp
parent25c93a0ab9c855f75ee48df635fb5422c8eaba95 (diff)
Renamed PascalCase files to snake_case
Diffstat (limited to 'themes/src/shader.cpp')
-rw-r--r--themes/src/shader.cpp61
1 files changed, 61 insertions, 0 deletions
diff --git a/themes/src/shader.cpp b/themes/src/shader.cpp
new file mode 100644
index 0000000..ed2cab5
--- /dev/null
+++ b/themes/src/shader.cpp
@@ -0,0 +1,61 @@
+#include "shader.h"
+#include <string>
+
+GLuint loadIndividualShader(GLenum shaderType, const GLchar* cCode) {
+ GLuint shader = glCreateShader(shaderType);
+ glShaderSource(shader, 1, &cCode, 0);
+ glCompileShader(shader);
+ GLint success;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ GLchar infoLog[512];
+ glGetShaderInfoLog(shader, 512, 0, infoLog);
+ printf("Failed to load shader: %s, Shader =%s\n", infoLog, cCode);
+ return 0;
+ }
+
+ return shader;
+}
+
+void attachShaders(Shader& retVal, const GLchar* vertexShader, const GLchar* fragmentShader) {
+ GLuint vertex = 0, fragment = 0, geometry = 0;
+ if (vertexShader) {
+ vertex = loadIndividualShader(GL_VERTEX_SHADER, vertexShader);
+ glAttachShader(retVal, vertex);
+ }
+
+ if (fragmentShader) {
+ fragment = loadIndividualShader(GL_FRAGMENT_SHADER, fragmentShader);
+ glAttachShader(retVal, fragment);
+ }
+
+ glLinkProgram(retVal);
+ GLint isLinked = 0;
+ glGetProgramiv(retVal, GL_LINK_STATUS, (int*)&isLinked);
+ if (isLinked == GL_FALSE) {
+ GLint maxLength = 0;
+ glGetProgramiv(retVal, GL_INFO_LOG_LENGTH, &maxLength);
+
+ // The maxLength includes the NULL character
+ GLchar* infoLog = new GLchar[maxLength];
+ glGetProgramInfoLog(retVal, maxLength, &maxLength, infoLog);
+ glDeleteProgram(retVal);
+ printf("Error. Could not initialize shader with vertex=%s, error=%s\n", vertexShader, infoLog);
+ delete []infoLog;
+ }
+
+ if (vertexShader)
+ glDeleteShader(vertex);
+ if (fragmentShader)
+ glDeleteShader(fragment);
+}
+
+Shader loadShader(const GLchar* vertexShader, const GLchar* fragmentShader) {
+ Shader retVal;
+ retVal = glCreateProgram();
+
+ attachShaders(retVal, vertexShader, fragmentShader);
+ useShader(retVal);
+
+ return retVal;
+}