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May 5, 2020 09:45
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[Android OpenGL Shader] #android #opengl #shader #glsl
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#include "shader_handler.h" | |
bool ShaderHandler::initializeShader() { | |
// vertex shader | |
vshader = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(vshader, 1, &vertex_shader_source, nullptr); | |
glCompileShader(vshader); | |
GLint vertex_compiled; | |
glGetShaderiv(vshader, GL_COMPILE_STATUS, &vertex_compiled); | |
if (vertex_compiled != GL_TRUE) { | |
GLsizei log_length = 0; | |
GLchar message[1024]; | |
glShaderInfoLog(vshader, 1024, &log_length, message); | |
__android_log_print(TAG, "error compiling vertex shader: %s", message); | |
glDeleteShader(vshader); | |
return false; | |
} | |
// fragment shader | |
fshader = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fshader, 1, &fragment_shader_source, nullptr); | |
glCompileShader(fshader); | |
GLint fragment_compiled; | |
glGetShaderiv(fshader, GL_COMPILE_STATUS, &fragment_compiled); | |
if (fragment_compiled != GL_TRUE) { | |
GLsizei log_length = 0; | |
GLchar message[1024]; | |
glShaderInfoLog(fshader, 1024, &log_length, message); | |
__android_log_print(TAG, "error compiling fragment shader: %s", message); | |
glDeleteShader(fshader); | |
return false; | |
} | |
return true; | |
} | |
bool ShaderHandler::initializeProgram() { | |
program = glCreateProgram(); | |
glAttachShader(program, vshader); | |
glAttachShader(program, fshader); | |
glLinkProgram(program); | |
GLint program_linked; | |
glGetProgramiv(program, GL_LINK_STATUS, &program_linked); | |
if (program_linked != GL_TRUE) { | |
GLsizei log_length = 0; | |
GLchar message[1024]; | |
glGetProgramInfoLog(program, 1024, &log_length, message); | |
__android_log_print(TAG, "error linking program: %s", message); | |
glDeleteProgram(program); | |
return false; | |
} | |
return true; | |
} |
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#include <GLES3/gl3.h> | |
class ShaderHandler { | |
public: | |
bool initializeShader(); | |
bool initializeProgram(); | |
private: | |
GLuint vshader; | |
GLuint fshader; | |
GLuint program; | |
}; |
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