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#include "misc.h"
#include <stdio.h>
GLuint CreateBufferObject(GLenum bufferType, GLsizeiptr size, GLenum usage, void * data)
{
GLuint object;
glGenBuffers(1, &object);
glBindBuffer(bufferType, object);
glBufferData(bufferType, size, data, usage);
glBindBuffer(bufferType, 0);
return object;
}
char* LoadFileContent(const char *path) {
FILE* pFile = fopen(path, "rb");
if (pFile) {
fseek(pFile, 0, SEEK_END);
int nLen = ftell(pFile);
char* buffer = nullptr;
if (nLen != 0) {
buffer = new char[nLen + 1];
rewind(pFile);
fread(buffer, nLen, 1, pFile);
buffer[nLen] = '\0';
}
else {
printf("load file %s fail, content is 0\n", path);
}
fclose(pFile);
return buffer;
}
else {
printf("open file %s fail\n", path);
}
fclose(pFile);
return nullptr;
}
GLuint CompileShader(GLenum shaderType, const char * shaderPath)
{
//创建shader
GLuint shader = glCreateShader(shaderType);
if (shader == 0) {
printf("glCreateShader false\n");
return 0;
}
//读取shader代码
const char* shaderCode = LoadFileContent(shaderPath);
if (shaderCode == nullptr) {
printf("load shader code from file: %s false\n", shaderPath);
return 0;
}
//把shader代码 从内存传到显存
glShaderSource(shader, 1, &shaderCode, nullptr);
glCompileShader(shader);
GLint compileResult = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE) {
char szLog[1024] = { 0 };
GLsizei logLen = 0;//实际错误日志长度
glGetShaderInfoLog(shader, 1024, &logLen, szLog);
printf("Compile shader fail error log is : %s \n shader code :\n %s \n ", szLog, shaderCode);
glDeleteShader(shader);
return 0;
}
return shader;
}
/**
* 创建一个GPU程序
*/
GLuint CreateGPUProgram(const char* vsShaderPath, const char* fsShaderPath) {
GLuint vsShader = CompileShader(GL_VERTEX_SHADER,vsShaderPath);
GLuint fsShader = CompileShader(GL_FRAGMENT_SHADER,fsShaderPath);
//创建program
GLuint program = glCreateProgram();
//绑定shader
glAttachShader(program, vsShader);
glAttachShader(program, fsShader);
//连接
glLinkProgram(program);
//解绑shader
glDetachShader(program, vsShader);
glDetachShader(program, fsShader);
//删除shader
glDeleteShader(vsShader);
glDeleteShader(fsShader);
//检查错误
GLint nResult;
glGetProgramiv(program, GL_LINK_STATUS, &nResult);
if (nResult == GL_FALSE) {
char log[1024] = { 0 };
GLsizei writed = 0;
glGetProgramInfoLog(program, 1024, &writed, log);
printf("Create CPU program fail error %s\n", log);
glDeleteProgram(program);
program = 0;
}
return program;
}