CompileGLShader
//-----------------------------------------------------------------------------
// Purpose: Compiles a GL shader program and returns the handle. Returns 0 if
// the shader couldn't be compiled for some reason.
//-----------------------------------------------------------------------------
GLuint CMainApplication::CompileGLShader( const char *pchShaderName, const char *pchVertexShader, const char *pchFragmentShader )
{
GLuint unProgramID = glCreateProgram();
GLuint nSceneVertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource( nSceneVertexShader, 1, &pchVertexShader, NULL);
glCompileShader( nSceneVertexShader );
GLint vShaderCompiled = GL_FALSE;
glGetShaderiv( nSceneVertexShader, GL_COMPILE_STATUS, &vShaderCompiled);
if ( vShaderCompiled != GL_TRUE)
{
dprintf("%s - Unable to compile vertex shader %d!\n", pchShaderName, nSceneVertexShader);
glDeleteProgram( unProgramID );
glDeleteShader( nSceneVertexShader );
return 0;
}
glAttachShader( unProgramID, nSceneVertexShader);
glDeleteShader( nSceneVertexShader ); // the program hangs onto this once it's attached
GLuint nSceneFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource( nSceneFragmentShader, 1, &pchFragmentShader, NULL);
glCompileShader( nSceneFragmentShader );
GLint fShaderCompiled = GL_FALSE;
glGetShaderiv( nSceneFragmentShader, GL_COMPILE_STATUS, &fShaderCompiled);
if (fShaderCompiled != GL_TRUE)
{
dprintf("%s - Unable to compile fragment shader %d!\n", pchShaderName, nSceneFragmentShader );
glDeleteProgram( unProgramID );
glDeleteShader( nSceneFragmentShader );
return 0;
}
glAttachShader( unProgramID, nSceneFragmentShader );
glDeleteShader( nSceneFragmentShader ); // the program hangs onto this once it's attached
glLinkProgram( unProgramID );
GLint programSuccess = GL_TRUE;
glGetProgramiv( unProgramID, GL_LINK_STATUS, &programSuccess);
if ( programSuccess != GL_TRUE )
{
dprintf("%s - Error linking program %d!\n", pchShaderName, unProgramID);
glDeleteProgram( unProgramID );
return 0;
}
glUseProgram( unProgramID );
glUseProgram( 0 );
return unProgramID;
}
CompileGLShader的更多相关文章
随机推荐
- linux基础——磁盘分区和yum安装
第一部分 1) 开启Linux系统前添加一块大小为15G的SCSI硬盘 2) 开启系统,右击桌面,打开终端 3) 为新加的硬盘分区,一个主分区大小为5G,剩余空间给扩展分区,在扩展分区上划分1 ...
- Bean利用Resource接口获取资源的几种方式
Resources的类型 获取resource的方式(xml配置正常进行):
- Oracle rman 脚本
1.shell脚本1)vi rman_backup.cmd#rman_backup.cmdconnect target /run{ allocate channel d1 device type d ...
- xdebug参数说明
;;;;;;;;;;;;;;;;;;;;;;;;; Basic Features; xdebug基本功能,如堆栈跟踪,递归错误安全输出,时间内存跟踪等;;;;;;;;;;;;;;;;;;;;;;;;; ...
- linux tomcat 乱码
使用vi编辑器编辑长文件时,常常是头昏眼花,也找不到需要更改的内容. 这时,使用查找功能尤为重要. 方法如下: 1.命令模式下输入“/字符串”,例如“/Section 3”. 2.如果查找下一个,按“ ...
- 编译opencv2.4.11时出现错误:error: ‘NppiGraphcutState’ has not been declared
安装cuda之后再安装opencv时出现错误: /data/opencv-2.4.11/modules/gpu/src/graphcuts.cpp:120:54: error: ‘NppiGraphc ...
- 图的遍历[DFS][BFS]
#include<iostream> #include<iostream> #include<cstring> #include<queue> #inc ...
- Mysql快速导出导入数据的实验
一.创建测试数据库 CREATE database example; use example; create TABLE `user` ( `id` ) NOT NULL, `last_name` v ...
- hit2739
好题,回路的问题一般都要转化为度数来做若原图的基图不连通,或者存在某个点的入度或出度为0则无解.统计所有点的入度出度之差di对于di>0的点,加边(s,i,di,0):对于di<0的点,加 ...
- sublime text3中使用Emmet部分标签无法闭合
转载自:http://geek100.com/2490/ 不过很早就发现br,input, img在sublime text中是没有闭合标签 / 的. 我一般都是手动补上的, 今天突然想起这个问题, ...