Пример #1
0
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;
}
Пример #2
0
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;
}
Пример #3
0
	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;
	}
Пример #4
0
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;
}