1.需要shader在OpenGL中工作,必须经过如下过程
2.代码实现
/**********
* loadshader.h
**********/
#pragma once
#define _CRT_SECURE_NO_WARNINGS 1
#define WIN32_LEAN_AND_MEAN 1
#define GLFW_NO_GLU 1
#include <Windows.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <iostream>
#include <stdio.h>
#include <string.h>
#define GLFW_INCLUDE_GLCOREARB 1
GLuint CreateShaderProgram();
GLuint LoadShader(const char *shader_path, GLenum shader_type);
void LinkShader(GLuint shader_pragram, ...); /// 以0结束
bool compileShader(GLuint &shader_id, const char *path);
static const GLchar *getFileData(const char * path);
static const int MAX_LOG_LEN = 16 * 1024;
static void _log(const char *format, va_list args)
{
char buf[MAX_LOG_LEN];
vsnprintf(buf, MAX_LOG_LEN - 3, format, args);
strcat(buf, "\n");
WCHAR wszBuf[MAX_LOG_LEN] = {0};
MultiByteToWideChar(CP_UTF8, 0, buf, -1, wszBuf, sizeof(wszBuf));
OutputDebugStringW(wszBuf);
WideCharToMultiByte(CP_ACP, 0, wszBuf, -1, buf, sizeof(buf), nullptr, FALSE);
printf("%s", buf);
fflush(stdout);
}
void log(const char *format, ...);
/**********
* loadshader.cpp
**********/
#include "LoadShader.h"
#include <fstream>
#include <vector>
GLuint LoadShader( const char *shader_path, GLenum shader_type )
{
GLuint shader_id = glCreateShader(shader_type);
bool bRet = compileShader(shader_id, shader_path);
if(!bRet)
{
glDeleteShader(shader_id);
return 0;
}
return shader_id;
}
static const GLchar* getFileData( const char * path )
{
FILE* infile;
fopen_s(&infile, path, "rb");
if(!infile)
{
return NULL;
}
fseek(infile, 0, SEEK_END);
int len = ftell(infile);
fseek(infile, 0, SEEK_SET);
GLchar *source = new GLchar[len + 1];
fread(source, 1, len, infile);
fclose(infile);
source[len] = 0;
return const_cast<const GLchar *>(source);
}
bool compileShader( GLuint &shader_id, const char *path )
{
const GLchar *shader_code = getFileData(path);
if(strlen(shader_code) <= 0 )
return 0;
GLint Result = GL_FALSE;
GLint InfoLogLength;
glShaderSource(shader_id, 1, &shader_code, NULL);
glCompileShader(shader_id);
delete []shader_code;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &Result);
if ( !Result ){
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(shader_id, InfoLogLength, NULL, &ShaderErrorMessage[0]);
//printf("%s\n", &ShaderErrorMessage[0]);
log("%s", &ShaderErrorMessage[0]);
return false;
}
return true;
}
void log( const char *format, ... )
{
va_list args;
va_start(args, format);
_log(format, args);
va_end(args);
}
bool LoadTessellationShader( GLuint shader_program, const char *tes_shader_path )
{
GLuint shader = glCreateShader(GL_TESS_CONTROL_SHADER);
bool bRet = compileShader(shader, tes_shader_path);
if(!bRet)
return false;
glAttachShader(shader_program, shader);
glLinkProgram(shader_program);
glDeleteProgram(shader);
return true;
}
void LinkShader( GLuint shader_pragram, ... )
{
va_list args;
va_start(args, shader_pragram);
while (true)
{
GLuint shader_id = va_arg(args, GLuint);
if(shader_id <= 0)
break;
glAttachShader(shader_pragram, shader_id);
glDeleteShader(shader_id);
}
va_end(args);
glLinkProgram(shader_pragram);
}
GLuint CreateShaderProgram()
{
return glCreateProgram();
}