GLuint build_program_from_assets(const char* vertex_shader_path, const char* fragment_shader_path) { assert(vertex_shader_path != NULL); assert(fragment_shader_path != NULL); const FileData vertex_shader_source = get_asset_data(vertex_shader_path); const FileData fragment_shader_source = get_asset_data(fragment_shader_path); const GLuint program_object_id = build_program(vertex_shader_source.data, (GLint)vertex_shader_source.data_length, fragment_shader_source.data, (GLint)fragment_shader_source.data_length); release_asset_data(&vertex_shader_source); release_asset_data(&fragment_shader_source); return program_object_id; }
GLuint build_program_from_assets(const char* vertex_shader_path, const char* fragment_shader_path) { const FileData vertex_shader_source = get_asset_data(vertex_shader_path); const FileData fragment_shader_source = get_asset_data(fragment_shader_path); //DPRINTF("%s",vertex_shader_source.data_length); const GLuint program_object_id = build_program( (const char *)vertex_shader_source.data, vertex_shader_source.data_length, (const char *)fragment_shader_source.data, fragment_shader_source.data_length); release_asset_data(&vertex_shader_source); release_asset_data(&fragment_shader_source); return program_object_id; }
GLuint load_png_asset_into_texture(const char* relative_path) { assert(relative_path != NULL); DLOG() << relative_path; const std::string png_file = get_asset_data(relative_path); const RawImageData raw_image_data(png_file.data(), png_file.length()); const GLuint texture_object_id = load_texture( raw_image_data.width, raw_image_data.height, raw_image_data.gl_color_format, raw_image_data.data); return texture_object_id; }
GLuint load_png_asset_into_texture(const char* relative_path) { assert(relative_path != NULL); const FileData png_file = get_asset_data(relative_path); const RawImageData raw_image_data = get_raw_image_data_from_png(png_file.data, (int)png_file.data_length); const GLuint texture_object_id = load_texture(raw_image_data.width, raw_image_data.height, raw_image_data.gl_color_format, raw_image_data.data); release_raw_image_data(&raw_image_data); release_asset_data(&png_file); return texture_object_id; }