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author | Matthew Kosarek <matthew.kosarek@vention.cc> | 2021-03-13 15:43:56 -0500 |
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committer | Matthew Kosarek <matthew.kosarek@vention.cc> | 2021-03-13 15:43:56 -0500 |
commit | 98d7d6cb702af2708f20e7cf16ee10a9f71b578a (patch) | |
tree | 92cec56a5a31a9658c44d49ed896ba8b7859450f /frontend/_wasm/Shader.cpp | |
parent | 3b0514ed3a21c39b7ea1a68d2fb381c808dcfeeb (diff) |
My First WASM application is rendering a triangle on the frontend
Diffstat (limited to 'frontend/_wasm/Shader.cpp')
-rw-r--r-- | frontend/_wasm/Shader.cpp | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/frontend/_wasm/Shader.cpp b/frontend/_wasm/Shader.cpp new file mode 100644 index 0000000..5f2b00e --- /dev/null +++ b/frontend/_wasm/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; +} |