Shader::IProgramObject* CShaderHandler::CreateProgramObject( const std::string& poClass, const std::string& poName, const std::string& vsStr, const std::string& vsDefs, const std::string& fsStr, const std::string& fsDefs, bool arbProgram ) { Shader::IProgramObject* po = CreateProgramObject(poClass, poName, arbProgram); if (po->IsValid()) { return po; } Shader::IShaderObject* vso = CreateShaderObject(vsStr, vsDefs, (arbProgram? GL_VERTEX_PROGRAM_ARB: GL_VERTEX_SHADER)); Shader::IShaderObject* fso = CreateShaderObject(fsStr, fsDefs, (arbProgram? GL_FRAGMENT_PROGRAM_ARB: GL_FRAGMENT_SHADER)); po->AttachShaderObject(vso); po->AttachShaderObject(fso); po->Link(); if (!po->IsValid()) { logOutput.Print("[CShaderHandler::CreateProgramObject]\n"); logOutput.Print("\tprogram-object name: %s, link-log:\n%s\n", poName.c_str(), po->GetLog().c_str()); } return po; }
Shader::IProgramObject* CShaderHandler::CreateProgramObject( const std::string& poClass, const std::string& poName, const std::string& vsStr, const std::string& vsDefs, const std::string& fsStr, const std::string& fsDefs, bool arbProgram ) { Shader::IProgramObject* po = CreateProgramObject(poClass, poName, arbProgram); if (po->IsValid()) { return po; } Shader::IShaderObject* vso = CreateShaderObject(vsStr, vsDefs, (arbProgram? GL_VERTEX_PROGRAM_ARB: GL_VERTEX_SHADER)); Shader::IShaderObject* fso = CreateShaderObject(fsStr, fsDefs, (arbProgram? GL_FRAGMENT_PROGRAM_ARB: GL_FRAGMENT_SHADER)); po->AttachShaderObject(vso); po->AttachShaderObject(fso); po->Link(); po->Validate(); if (!po->IsValid()) { const char* fmt = "[%s]\n\tprogram-object name: %s, link-log:\n%s"; const char* log = po->GetLog().c_str(); LOG_L(L_WARNING, fmt, __FUNCTION__, poName.c_str(), log); } return po; }
void kzsGLSL::initShaderProgram( const char* vertFile ) { vertShader = glCreateShader( GL_VERTEX_SHADER ); if ( readShaderSource( vertShader, vertFile ) ) exit( 1 ); CompileShader( vertShader, "Compile error in vertex shader.\n\n" ); CreateProgramObject( FRAG_NONE ); LinkProgram(); }
void kzsGLSL::initShaderProgram( const char* vertFile, const char* fragFile ) { vertShader = glCreateShader( GL_VERTEX_SHADER ); fragShader = glCreateShader( GL_FRAGMENT_SHADER ); if ( readShaderSource( vertShader, vertFile ) ) exit( 1 ); if ( readShaderSource( fragShader, fragFile ) ) exit( 1 ); CompileShader( vertShader, "Compile error in vertex shader.\n\n" ); CompileShader( fragShader, "Compile error in fragment shader.\n\n" ); CreateProgramObject( FRAG_EXIST ); LinkProgram(); }
GLuint CGLES3Context::ApiCreateProgram(GLuint program) { CreateProgramObject(program); CTX_ANALYZER_FUNC1(CreateProgram, GLOutput, GL_OUT_BUF_SIZE, program); return program; }