Martin Šach 21116995d7 Refactor CMake and improve #includes.
* 1. Remove all global include_directories.
* 2. Move 3d party dependencies from src to budled deps if possible.
* Unify and enforce one way of including headers:
    e.g. #include "libslic3r/GCode.hpp" vs #include "GCode.hpp"
    (always use the "libslic3r/GCode.hpp" option).
* Make all dependencies (also header only) a cmake target.
2024-07-08 15:36:46 +02:00

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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#ifndef IGL_OPENGL_LOAD_SHADER_H
#define IGL_OPENGL_LOAD_SHADER_H
#include "../igl_inline.h"
#include "gl.h"
#include <string>
namespace igl
{
namespace opengl
{
// Creates and compiles a shader from a given string
//
// Inputs:
// src string containing GLSL shader code
// type GLSL type of shader, one of:
// GL_VERTEX_SHADER
// GL_FRAGMENT_SHADER
// GL_GEOMETRY_SHADER
// Returns index id of the newly created shader, 0 on error
//
// Will immediately return 0 if src is empty.
IGL_INLINE GLuint load_shader(
const std::string & src,const GLenum type);
}
}
#ifndef IGL_STATIC_LIBRARY
# include "load_shader.cpp"
#endif
#endif