Example/GLSL Full Compile Linking: Difference between revisions
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glCompileShader(vertexShader); | glCompileShader(vertexShader); | ||
GLint isCompiled; | GLint isCompiled = 0; | ||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled); | glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled); | ||
if(isCompiled == GL_FALSE) | if(isCompiled == GL_FALSE) | ||
{ | { | ||
GLint maxLength; | GLint maxLength = 0; | ||
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); | glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); | ||
// The maxLength includes the NULL character | // The maxLength includes the NULL character | ||
GLchar infoLog | std::vector<GLchar> infoLog(maxLength); | ||
glGetShaderInfoLog(vertexShader, maxLength, &maxLength, infoLog); | glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]); | ||
// We don't need the shader anymore. | // We don't need the shader anymore. | ||
glDeleteShader(vertexShader); | glDeleteShader(vertexShader); | ||
// Use the infoLog as you see fit. | |||
// In this simple program, we'll just leave | // In this simple program, we'll just leave | ||
return; | return; | ||
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled); | glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled); | ||
if(isCompiled == GL_FALSE) | if (isCompiled == GL_FALSE) | ||
{ | { | ||
GLint maxLength; | GLint maxLength = 0; | ||
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); | glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); | ||
// The maxLength includes the NULL character | // The maxLength includes the NULL character | ||
GLchar infoLog | std::vector<GLchar> infoLog(maxLength); | ||
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, infoLog); | glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]); | ||
// We don't need the shader anymore. | // We don't need the shader anymore. | ||
glDeleteShader(fragmentShader); | glDeleteShader(fragmentShader); | ||
// Either of them. Don't leak shaders. | // Either of them. Don't leak shaders. | ||
glDeleteShader(vertexShader); | glDeleteShader(vertexShader); | ||
// Use the infoLog as you see fit. | |||
// In this simple program, we'll just leave | // In this simple program, we'll just leave | ||
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// Note the different functions here: glGetProgram* instead of glGetShader*. | // Note the different functions here: glGetProgram* instead of glGetShader*. | ||
GLint isLinked; | GLint isLinked = 0; | ||
glGetProgramiv(program, GL_LINK_STATUS, (int *)&isLinked); | glGetProgramiv(program, GL_LINK_STATUS, (int *)&isLinked); | ||
if(isLinked == GL_FALSE) | if (isLinked == GL_FALSE) | ||
{ | { | ||
GLint maxLength; | GLint maxLength = 0; | ||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); | glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); | ||
// The maxLength includes the NULL character | // The maxLength includes the NULL character | ||
GLchar infoLog | std::vector<GLchar> infoLog(maxLength); | ||
glGetProgramInfoLog(program, maxLength, &maxLength, infoLog); | glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]); | ||
// We don't need the program anymore. | // We don't need the program anymore. | ||
glDeleteProgram(program); | glDeleteProgram(program); | ||
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glDeleteShader(fragmentShader); | glDeleteShader(fragmentShader); | ||
// In this | // Use the infoLog as you see fit. | ||
// In this simple program, we'll just leave | |||
return; | return; | ||
} | } |
Latest revision as of 11:11, 3 January 2018
Full compile/link of a Vertex and Fragment Shader.
// Read our shaders into the appropriate buffers
std::string vertexSource = // Get source code for vertex shader.
std::string fragmentSource = // Get source code for fragment shader.
// Create an empty vertex shader handle
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// Send the vertex shader source code to GL
// Note that std::string's .c_str is NULL character terminated.
const GLchar *source = (const GLchar *)vertexSource.c_str();
glShaderSource(vertexShader, 1, &source, 0);
// Compile the vertex shader
glCompileShader(vertexShader);
GLint isCompiled = 0;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);
// We don't need the shader anymore.
glDeleteShader(vertexShader);
// Use the infoLog as you see fit.
// In this simple program, we'll just leave
return;
}
// Create an empty fragment shader handle
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Send the fragment shader source code to GL
// Note that std::string's .c_str is NULL character terminated.
source = (const GLchar *)fragmentSource.c_str();
glShaderSource(fragmentShader, 1, &source, 0);
// Compile the fragment shader
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);
// We don't need the shader anymore.
glDeleteShader(fragmentShader);
// Either of them. Don't leak shaders.
glDeleteShader(vertexShader);
// Use the infoLog as you see fit.
// In this simple program, we'll just leave
return;
}
// Vertex and fragment shaders are successfully compiled.
// Now time to link them together into a program.
// Get a program object.
GLuint program = glCreateProgram();
// Attach our shaders to our program
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
// Link our program
glLinkProgram(program);
// Note the different functions here: glGetProgram* instead of glGetShader*.
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int *)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
// We don't need the program anymore.
glDeleteProgram(program);
// Don't leak shaders either.
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Use the infoLog as you see fit.
// In this simple program, we'll just leave
return;
}
// Always detach shaders after a successful link.
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);