• OpenGL中shader读取实现


    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, "
    ");
    
    	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
    ", &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();
    }
    
    
    
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  • 原文地址:https://www.cnblogs.com/zjzyh/p/4727782.html
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