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#include "utils.h"
/**
* 编译一个shader
*/
GLuint CompileShader(GLenum shaderType, const char * shaderCode)
{
GLuint shader = glCreateShader(shaderType);//根据给定的shader类型创建shader
glShaderSource(shader, 1, &shaderCode, nullptr);//1表示shader只有一行代码
glCompileShader(shader);//编译shader
//判断shader是的编译成功
GLint compileResult = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE) {
char szLog[1024] = { 0 };
GLsizei logLen = 0;
glGetShaderInfoLog(shader, 1024, &logLen, szLog);
printf("Compile Shader fail error log : %s \nshader code :\n%s\n", szLog, shaderCode);
glDeleteShader(shader);
shader = 0;
}
return shader;
}
/**
* 把编译好的vsShader和fsShader链接创建成一个shader程序
*/
GLuint CreateProgram(GLuint vsShader, GLuint fsShader)
{
GLuint program = glCreateProgram();//先创建一个shader程序
glAttachShader(program, vsShader);//绑定编译好的shader
glAttachShader(program, fsShader);
glLinkProgram(program);//链接成一个程序
//判断链接是否成功
GLint nResult = GL_TRUE;
glGetProgramiv(program, GL_LINK_STATUS, &nResult);
if (nResult == GL_FALSE) {
char log[1024] = { 0 };
GLsizei writed = 0;
glGetProgramInfoLog(program, 1024, &writed, log);
printf("create gpu program fail,link error : %s\n", log);
glDeleteProgram(program);
program = 0;
}
return program;
}
unsigned char* DecodeBMP(unsigned char*bmpFileData, int&width, int&height) {
if (0x4D42 == *((unsigned short*)bmpFileData)) {
int pixelDataOffset = *((int*)(bmpFileData + 10));
width = *((int*)(bmpFileData + 18));
height = *((int*)(bmpFileData + 22));
unsigned char*pixelData = bmpFileData + pixelDataOffset;
for (int i = 0; i < width*height * 3; i += 3) {
unsigned char temp = pixelData[i];
pixelData[i] = pixelData[i + 2];
pixelData[i + 2] = temp;
}
return pixelData;
}
return nullptr;
}
GLuint CreateTexture2D(unsigned char*pixelData, int width, int height, GLenum type) {
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, pixelData);
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}
GLuint CreateTexture2DFromBMP(const char*bmpPath) {
int nFileSize = 0;
unsigned char *bmpFileContent = LoadFileContent(bmpPath, nFileSize);
if (bmpFileContent == nullptr) {
return 0;
}
int bmpWidth = 0, bmpHeight = 0;
unsigned char*pixelData = DecodeBMP(bmpFileContent, bmpWidth, bmpHeight);
if (bmpWidth == 0) {
delete bmpFileContent;
return 0;
}
GLuint texture = CreateTexture2D(pixelData, bmpWidth, bmpHeight, GL_RGB);
delete bmpFileContent;
return texture;
}
GLuint CreateBufferObject(GLenum bufferType, GLsizeiptr size, GLenum usage, void*data /* = nullptr */) {
GLuint object;
glGenBuffers(1, &object);
glBindBuffer(bufferType, object);
glBufferData(bufferType, size, data, usage);
glBindBuffer(bufferType, 0);
return object;
}