package com.opengles.sample3_1;
import android.annotation.SuppressLint;
import android.content.res.Resources;
import android.opengl.GLES30;
import android.util.Log;
import java.io.ByteArrayOutputStream;
import java.io.InputStream;
//其功能将着色器(shader)脚本加载进显卡并编译
public class ShaderUtil {
private static final String TAG = "ShaderUtil";
public static int loadShader
(
int shaderType, //shader的类型 GLES30.GL_VERTEX_SHADER(顶点) GLES30.GL_FRAGMENT_SHADER(片元)
String source //shader的脚本字符串
){
//创建一个新的shader
int shader = GLES30.glCreateShader(shaderType);
//创建成功
if(shader != 0){
//加载shader的源代码
GLES30.glShaderSource(shader,source);
//编译shader
GLES30.glCompileShader(shader);
//存放编译成功shader数量的数字
int[] compiled = new int[1];
//获取shader的编译情况
GLES30.glGetShaderiv(shader,GLES30.GL_COMPILE_STATUS,compiled,0);
if(compiled[0] == 0){
Log.e(TAG,"Could not compile shader " +shaderType + ":");
Log.e(TAG,GLES30.glGetShaderInfoLog(shader));
GLES30.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
//创建shader程序的方法
public static int createProgram(String vertexSource, String fragmentSource)
{
//加载顶点着色器
int vertexShader = loadShader(GLES30.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0)
{
return 0;
}
//加载片元着色器
int pixelShader = loadShader(GLES30.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0)
{
return 0;
}
//创建程序
int program = GLES30.glCreateProgram();
//若程序创建成功则向程序中加入顶点着色器与片元着色器
if (program != 0)
{
//向程序中加入顶点着色器
GLES30.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
//向程序中加入片元着色器
GLES30.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
//链接程序
GLES30.glLinkProgram(program);
//存放链接成功program数量的数组
int[] linkStatus = new int[1];
//获取program的链接情况
GLES30.glGetProgramiv(program, GLES30.GL_LINK_STATUS, linkStatus, 0);
//若链接失败则报错并删除程序
if (linkStatus[0] != GLES30.GL_TRUE)
{
Log.e("ES20_ERROR", "Could not link program: ");
Log.e("ES20_ERROR", GLES30.glGetProgramInfoLog(program));
GLES30.glDeleteProgram(program);
program = 0;
}
}
return program;
}
//检查每一步操作是否有错误的方法
@SuppressLint("NewApi")
public static void checkGlError(String op)
{
int error;
while ((error = GLES30.glGetError()) != GLES30.GL_NO_ERROR)
{
Log.e("ES20_ERROR", op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
//从sh脚本中加载shader内容的方法
public static String loadFromAssetsFile(String fname, Resources r)
{
Log.e(TAG, "loadFromAssetsFile: "+r);
String result=null;
try
{
InputStream in=r.getAssets().open(fname);
int ch=0;
ByteArrayOutputStream baos = new ByteArrayOutputStream();
while((ch=in.read())!=-1)
{
baos.write(ch);
}
byte[] buff=baos.toByteArray();
baos.close();
in.close();
result=new String(buff,"UTF-8");
result=result.replaceAll("\\r\\n","\n");
}
catch(Exception e)
{
e.printStackTrace();
}
return result;
}
}