/* * This file is automaticaly generated, Please dont edit this file! */ #include void shader_constructor( shader * this, GLuint shaderType ) { this->glShader = glCreateShader( shaderType ); } void shader_loadFromFile( shader * this, char * shaderPath ) { text * shaderSource = fileSystem_readFile( filesystem, shaderPath, "utf8" ); glShaderSource( this->glShader, 1, &shaderSource->value, NULL ); glCompileShader( this->glShader ); shader_checkShaderForErrors( this, this->glShader ); } void shader_checkShaderForErrors( shader * this, GLuint shader ) { GLint isCompiled = 0; glGetShaderiv( shader, GL_COMPILE_STATUS, &isCompiled ); if( isCompiled == GL_FALSE ) { GLint maxLength = 0; glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength ); GLchar errorMessage[ maxLength ]; glGetShaderInfoLog( shader, maxLength, &maxLength, errorMessage ); printf("\n\n\n\n Error: %s\n\n\n\n\n\n", errorMessage); glDeleteShader( shader ); exit( 0 ); return; } } shader shader_new(GLuint shaderType) { shader instance; shader_constructor( &instance, shaderType); return instance; } shader * shader_newPointer(GLuint shaderType) { struct shader * pointer = malloc( sizeof ( struct shader ) ); shader_constructor( pointer , shaderType); return pointer; } attribute attribute_new() { attribute instance; return instance; } attribute * attribute_newPointer() { struct attribute * pointer = malloc( sizeof ( struct attribute ) ); return pointer; }