mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 22:00:05 +00:00
112 lines
2.5 KiB
C++
112 lines
2.5 KiB
C++
#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;
|
|
}
|
|
|
|
|