mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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9913e349df
- add a framebuffer to gl_hud with programmable image shader - add optional SSAO image shader to the new framebuffer - add screenshot to png functionality - implement in glViewer note: ptexViewer and some others still need refactoring to use the new hud capabilities
58 lines
1.8 KiB
C++
58 lines
1.8 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "gl_common.h"
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void
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checkGLErrors(std::string const & where) {
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GLuint err;
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while ((err = glGetError()) != GL_NO_ERROR) {
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std::cerr << "GL error: "
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<< (where.empty() ? "" : where + " ")
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<< err << "\n";
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}
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}
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GLuint
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compileShader(GLenum shaderType, const char *source) {
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar emsg[40960];
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glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg);
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fprintf(stderr, "Error compiling GLSL shader: %s\n", emsg);
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return 0;
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}
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return shader;
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}
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