1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111
|
#include "LoadShader.h"
#include "OpenGLInclude.h"
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
// Load the shader from the source text
void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
{
GLchar *fsStringPtr[1];
fsStringPtr[0] = (GLchar *)szShaderSrc;
glShaderSource(shader, 1, (const GLchar **)fsStringPtr, NULL);
}
GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
{
assert(glGetError()==GL_NO_ERROR);
// Temporary Shader objects
GLuint hVertexShader;
GLuint hFragmentShader;
GLuint hReturn = 0;
GLint testVal;
// Create shader objects
hVertexShader = glCreateShader(GL_VERTEX_SHADER);
hFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
gltLoadShaderSrc(szVertexProg, hVertexShader);
gltLoadShaderSrc(szFragmentProg, hFragmentShader);
// Compile them
glCompileShader(hVertexShader);
assert(glGetError()==GL_NO_ERROR);
glGetShaderiv(hVertexShader, GL_COMPILE_STATUS, &testVal);
if(testVal == GL_FALSE)
{
char temp[256] = "";
glGetShaderInfoLog( hVertexShader, 256, NULL, temp);
fprintf( stderr, "Compile failed:\n%s\n", temp);
assert(0);
return 0;
glDeleteShader(hVertexShader);
glDeleteShader(hFragmentShader);
return (GLuint)NULL;
}
assert(glGetError()==GL_NO_ERROR);
glCompileShader(hFragmentShader);
assert(glGetError()==GL_NO_ERROR);
glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
if(testVal == GL_FALSE)
{
char temp[256] = "";
glGetShaderInfoLog( hFragmentShader, 256, NULL, temp);
fprintf( stderr, "Compile failed:\n%s\n", temp);
assert(0);
exit(0);
glDeleteShader(hVertexShader);
glDeleteShader(hFragmentShader);
return (GLuint)NULL;
}
assert(glGetError()==GL_NO_ERROR);
// Check for errors
// Link them - assuming it works...
hReturn = glCreateProgram();
glAttachShader(hReturn, hVertexShader);
glAttachShader(hReturn, hFragmentShader);
glLinkProgram(hReturn);
// These are no longer needed
glDeleteShader(hVertexShader);
glDeleteShader(hFragmentShader);
// Make sure link worked too
glGetProgramiv(hReturn, GL_LINK_STATUS, &testVal);
if(testVal == GL_FALSE)
{
GLsizei maxLen = 4096;
GLchar infoLog[4096];
GLsizei actualLen;
glGetProgramInfoLog( hReturn,
maxLen,
&actualLen,
infoLog);
printf("Warning/Error in GLSL shader:\n");
printf("%s\n",infoLog);
glDeleteProgram(hReturn);
return (GLuint)NULL;
}
return hReturn;
}
|