コード例 #1
0
ファイル: Shader.cpp プロジェクト: SylerWang/FunFashion
void Shader::build()
{
	m_vertexShader = compileVertexShader(m_strVertexShader->cstr());
	m_fragmentShader = compileFragmentShader(m_strFragmentShader->cstr());
	m_shaderProgram = linkShaderProgram(m_vertexShader, m_fragmentShader);

	const SPVRTPFXUniformSemantic* semantics = PVRTPFXSemanticsGetSemanticList();

	for (int i = 0; i < m_uniforms->count(); ++i)
	{
		SPVRTPFXUniform& uniform = m_uniforms->get(i);
		const SPVRTPFXUniformSemantic& semantic = semantics[uniform.nSemantic];

		if (semantic.isAttrib)
		{
			uniform.nLocation = glGetAttribLocation(m_shaderProgram, uniform.sValueName->cstr());
			m_isAttributeRequired[semantic.n] = true;			
			++m_numAttributesRequired;
		}
		else
		{
			uniform.nLocation = glGetUniformLocation(m_shaderProgram, uniform.sValueName->cstr());

			// Check for array. Workaround for some OpenGL:ES implementations which require array element appended to uniform name
			// in order to return the correct location.
			if (uniform.nLocation == -1)
			{
				ByteArray* szTmpUniformName = ByteArray::create(uniform.sValueName->cstr());
				szTmpUniformName->append("[0]");
				uniform.nLocation = glGetUniformLocation(m_shaderProgram, szTmpUniformName->cstr());
			}
		}
	}
}
コード例 #2
0
ファイル: ShaderHelper.cpp プロジェクト: DarkAce65/SARndbox
GLhandleARB linkVertexAndFragmentShader(const char* shaderFileName)
	{
	/* Compile the vertex and fragment shaders: */
	GLhandleARB vertexShader=compileVertexShader(shaderFileName);
	GLhandleARB fragmentShader=compileFragmentShader(shaderFileName);
	
	/* Link the shader program: */
	GLhandleARB shaderProgram=glLinkShader(vertexShader,fragmentShader);
	
	/* Release the compiled shaders (won't get deleted until shader program is released): */
	glDeleteObjectARB(vertexShader);
	glDeleteObjectARB(fragmentShader);
	
	return shaderProgram;
	}
コード例 #3
0
bool OpenGLComposite::InitOpenGLState()
{
	if (! ResolveGLExtensions())
		return false;

	// Prepare the shader used to perform colour space conversion on the video texture
	char compilerErrorMessage[1024];
	if (! compileFragmentShader(sizeof(compilerErrorMessage), compilerErrorMessage))
	{
		MessageBoxA(NULL, compilerErrorMessage, "OpenGL Shader failed to compile", MB_OK);
		return false;
	}

	// Setup the scene
	glShadeModel( GL_SMOOTH );					// Enable smooth shading
	glClearColor( 0.0f, 0.0f, 0.0f, 0.5f );		// Black background
	glClearDepth( 1.0f );						// Depth buffer setup
	glEnable( GL_DEPTH_TEST );					// Enable depth testing
	glDepthFunc( GL_LEQUAL );					// Type of depth test to do
	glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );

	if (! mFastTransferExtensionAvailable)
	{
		glGenBuffers(1, &mUnpinnedTextureBuffer);
	}

	// Setup the texture which will hold the captured video frame pixels
	glEnable(GL_TEXTURE_2D);
	glGenTextures(1, &mCaptureTexture);
	glBindTexture(GL_TEXTURE_2D, mCaptureTexture);

	// Parameters to control how texels are sampled from the texture
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

	// Create texture with empty data, we will update it using glTexSubImage2D each frame.
	// The captured video is YCbCr 4:2:2 packed into a UYVY macropixel.  OpenGL has no YCbCr format
	// so treat it as RGBA 4:4:4:4 by halving the width and using GL_RGBA internal format.
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mFrameWidth/2, mFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
	glBindTexture(GL_TEXTURE_2D, 0);


	// Create Frame Buffer Object (FBO) to perform off-screen rendering of scene.
	// This allows the render to be done on a framebuffer with width and height exactly matching the video format.
	glGenFramebuffersEXT(1, &mIdFrameBuf);
	glGenRenderbuffersEXT(1, &mIdColorBuf);
	glGenRenderbuffersEXT(1, &mIdDepthBuf);

	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mIdFrameBuf);

	// Texture for FBO
	glGenTextures(1, &mFBOTexture);
	glBindTexture(GL_TEXTURE_2D, mFBOTexture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mFrameWidth, mFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);

	// Attach a depth buffer
	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mIdDepthBuf);
	glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, mFrameWidth, mFrameHeight);

	glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mIdDepthBuf);

	// Attach the texture which stores the playback image
	glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mFBOTexture, 0);
	glBindTexture(GL_TEXTURE_2D, 0);
	glDisable(GL_TEXTURE_2D);

	GLenum glStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (glStatus != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		MessageBox(NULL, _T("Cannot initialize framebuffer."), _T("OpenGL initialization error."), MB_OK);
		return false;
	}

	return true;
}
コード例 #4
0
ファイル: pshader.cpp プロジェクト: TLeaves/cprocessing
void PShader::loadFragmentShader(std::string src) {
    this->fragSrc = loadBytes(src);
    compileFragmentShader();
    glAttachShader(glProgram, glFragment);
    glLinkProgram(glProgram);
}
コード例 #5
0
ファイル: pshader.cpp プロジェクト: TLeaves/cprocessing
void PShader::setFragmentShader(std::string src) {
    fragSrc = src;
    compileFragmentShader();
    glAttachShader(glProgram, glFragment);
    glLinkProgram(glProgram);
}