mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 22:00:05 +00:00
104 lines
2.4 KiB
C++
104 lines
2.4 KiB
C++
#include "LoadShader.h"
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#include "OpenGLInclude.h"
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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// Load the shader from the source text
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void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
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{
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GLchar *fsStringPtr[1];
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fsStringPtr[0] = (GLchar *)szShaderSrc;
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glShaderSource(shader, 1, (const GLchar **)fsStringPtr, NULL);
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}
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GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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{
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assert(glGetError() == GL_NO_ERROR);
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// Temporary Shader objects
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GLuint hVertexShader;
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GLuint hFragmentShader;
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GLuint hReturn = 0;
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GLint testVal;
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// Create shader objects
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hVertexShader = glCreateShader(GL_VERTEX_SHADER);
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hFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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gltLoadShaderSrc(szVertexProg, hVertexShader);
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gltLoadShaderSrc(szFragmentProg, hFragmentShader);
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// Compile them
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glCompileShader(hVertexShader);
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assert(glGetError() == GL_NO_ERROR);
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glGetShaderiv(hVertexShader, GL_COMPILE_STATUS, &testVal);
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if (testVal == GL_FALSE)
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{
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char temp[256] = "";
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glGetShaderInfoLog(hVertexShader, 256, NULL, temp);
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fprintf(stderr, "Compile failed:\n%s\n", temp);
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assert(0);
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return 0;
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glDeleteShader(hVertexShader);
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glDeleteShader(hFragmentShader);
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return (GLuint)0;
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}
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assert(glGetError() == GL_NO_ERROR);
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glCompileShader(hFragmentShader);
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assert(glGetError() == GL_NO_ERROR);
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glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
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if (testVal == GL_FALSE)
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{
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char temp[256] = "";
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glGetShaderInfoLog(hFragmentShader, 256, NULL, temp);
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fprintf(stderr, "Compile failed:\n%s\n", temp);
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assert(0);
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exit(EXIT_FAILURE);
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glDeleteShader(hVertexShader);
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glDeleteShader(hFragmentShader);
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return (GLuint)0;
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}
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assert(glGetError() == GL_NO_ERROR);
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// Check for errors
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// Link them - assuming it works...
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hReturn = glCreateProgram();
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glAttachShader(hReturn, hVertexShader);
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glAttachShader(hReturn, hFragmentShader);
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glLinkProgram(hReturn);
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// These are no longer needed
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glDeleteShader(hVertexShader);
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glDeleteShader(hFragmentShader);
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// Make sure link worked too
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glGetProgramiv(hReturn, GL_LINK_STATUS, &testVal);
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if (testVal == GL_FALSE)
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{
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GLsizei maxLen = 4096;
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GLchar infoLog[4096];
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GLsizei actualLen;
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glGetProgramInfoLog(hReturn,
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maxLen,
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&actualLen,
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infoLog);
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printf("Warning/Error in GLSL shader:\n");
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printf("%s\n", infoLog);
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glDeleteProgram(hReturn);
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return (GLuint)0;
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}
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return hReturn;
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}
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