shader实现类:
#pragma once
#include <assert.h>
class ShaderId
{
public:
ShaderId()
{
_shaderId = -1;
}
int _shaderId;
};
/**
* 程序
*/
class ProgramId
{
public:
int _programId;
ShaderId _vertex;
ShaderId _fragment;
public:
ProgramId()
{
_programId = -1;
}
public:
/**
* 加载函数
*/
bool createProgram(const char* vertex, const char* fragment)
{
bool error = false;
do
{
if (vertex)
{
_vertex._shaderId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(_vertex._shaderId, 1, &vertex, 0);
glCompileShader(_vertex._shaderId);
GLint compileStatus;
glGetShaderiv(_vertex._shaderId, GL_COMPILE_STATUS, &compileStatus);
error = compileStatus == GL_FALSE;
if (error)
{
GLchar messages[256];
glGetShaderInfoLog(_vertex._shaderId, sizeof(messages), 0, messages);
assert(messages && 0 != 0);
break;
}
}
if (fragment)
{
_fragment._shaderId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(_fragment._shaderId, 1, &fragment, 0);
glCompileShader(_fragment._shaderId);
GLint compileStatus;
glGetShaderiv(_fragment._shaderId, GL_COMPILE_STATUS, &compileStatus);
error = compileStatus == GL_FALSE;
if (error)
{
GLchar messages[256];
glGetShaderInfoLog(_fragment._shaderId, sizeof(messages), 0, messages);
assert(messages && 0 != 0);
break;
}
}
_programId = glCreateProgram();
if (_vertex._shaderId)
{
glAttachShader(_programId, _vertex._shaderId);
}
if (_fragment._shaderId)
{
glAttachShader(_programId, _fragment._shaderId);
}
glLinkProgram(_programId);
GLint linkStatus;
glGetProgramiv(_programId, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE)
{
GLchar messages[256];
glGetProgramInfoLog(_programId, sizeof(messages), 0, messages);
break;
}
glUseProgram(_programId);
} while (false);
if (error)
{
if (_fragment._shaderId)
{
glDeleteShader(_fragment._shaderId);
_fragment._shaderId = 0;
}
if (_vertex._shaderId)
{
glDeleteShader(_vertex._shaderId);
_vertex._shaderId = 0;
}
if (_programId)
{
glDeleteProgram(_programId);
_programId = 0;
}
}
return true;
}
/**
* 使用程序
*/
virtual void begin()
{
glUseProgram(_programId);
}
/**
* 使用完成
*/
virtual void end()
{
glUseProgram(0);
}
};
class PROGRAM_P2_C4 :public ProgramId
{
public:
typedef int attribute;
typedef int uniform;
public:
attribute _position;
uniform _color;
uniform _MVP;
public:
PROGRAM_P2_C4()
{
_position = -1;
_color = -1;
_MVP = -1;
}
~PROGRAM_P2_C4()
{
}
/// 初始化函数
virtual bool initialize()
{
const char* vs =
{
"precision lowp float; "
"uniform mat4 _MVP;"
"attribute vec2 _position;"
"void main()"
"{"
" vec4 pos = vec4(_position,0,1);"
" gl_Position = _MVP * pos;"
"}"
};
const char* ps =
{
"precision lowp float; "
"uniform vec4 _color;"
"void main()"
"{&#