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authorfschildt <florian.schildt@protonmail.com>2025-09-17 15:30:21 +0200
committerfschildt <florian.schildt@protonmail.com>2025-09-17 15:30:21 +0200
commitf28e9c3e03a9f94764b3811f7c4aa01991943fc7 (patch)
tree569850adf97494f5ce31dfe31a4c2703f378a144 /src/renderer/opengl/GlShader.cpp
parentb46a0d9369fbaa1938f0968ab216bc2d564a9c37 (diff)
switch to software renderer
Diffstat (limited to 'src/renderer/opengl/GlShader.cpp')
-rw-r--r--src/renderer/opengl/GlShader.cpp80
1 files changed, 0 insertions, 80 deletions
diff --git a/src/renderer/opengl/GlShader.cpp b/src/renderer/opengl/GlShader.cpp
deleted file mode 100644
index cf7c6c5..0000000
--- a/src/renderer/opengl/GlShader.cpp
+++ /dev/null
@@ -1,80 +0,0 @@
-#include <renderer/opengl/GlShader.hpp>
-#include <GL/glew.h>
-#include <stdio.h>
-
-static const char *s_vertex_shader_src =
-"#version 330 core\n"
-"layout (location = 0) in vec3 aPos;\n"
-"layout (location = 1) in vec3 aColor;\n"
-"\n"
-"out vec4 vertexColor;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = vec4(aPos.xy, 0.0, 1.0);\n"
-" vertexColor = vec4(aColor, 1.0);\n"
-"}\n"
-;
-
-static const char *s_fragment_shader_src =
-"#version 330 core\n"
-"in vec4 vertexColor;\n"
-"\n"
-"out vec4 FragColor;\n"
-"\n"
-"void main()\n"
-"{\n"
-" FragColor = vertexColor;\n"
-"}\n"
-;
-
-bool GlShader::InitProgram() {
- GLuint vertex_shader;
- GLuint fragment_shader;
- if (!CompileShader(&vertex_shader, s_vertex_shader_src, GL_VERTEX_SHADER) ||
- !CompileShader(&fragment_shader, s_fragment_shader_src, GL_FRAGMENT_SHADER)) {
- return false;
- }
-
- GLuint program = glCreateProgram();
- glAttachShader(program, vertex_shader);
- glAttachShader(program, fragment_shader);
- glLinkProgram(program);
-
- glDeleteShader(vertex_shader);
- glDeleteShader(fragment_shader);
-
- int success;
- char info_log[512];
- glGetProgramiv(program, GL_LINK_STATUS, &success);
- if (!success) {
- printf("error linking shader program\n%s\n", info_log);
- return false;
- }
-
- m_ProgramId = program;
- return true;
-}
-
-void GlShader::UseProgram() {
- glUseProgram(m_ProgramId);
-}
-
-bool GlShader::CompileShader(GLuint *id, const char *src, GLenum type) {
- GLuint shader = glCreateShader(type);
- glShaderSource(shader, 1, &src, 0);
- glCompileShader(shader);
-
- int success;
- char info_log[512];
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if(!success) {
- glGetShaderInfoLog(shader, 512, 0, info_log);
- printf("error %s shader compilation failed\n%s\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment", info_log);
- glDeleteShader(shader);
- return false;
- }
-
- *id = shader;
- return true;
-}