在opengl shader的编写过程中,常用的两种方式是:
- 将shader 定义为字符串,然后使用glShaderSource加载
static const char *vs =
"attribute vec4 vertexIn;\n"
"attribute vec2 textureIn;\n"
"varying vec2 textureOut;\n"
"void main(void)\n"
"{\n"
"gl_Position = vertexIn;\n"
"textureOut = textureIn;\n"
"}\n";
static const char *fs =
"varying vec2 textureOut;\n"
"uniform sampler2D tex_y;\n"
"uniform sampler2D tex_u;\n"
"uniform sampler2D tex_v;\n"
"void main(void)\n"
"{\n"
"vec3 yuv;\n"
"vec3 rgb;\n"
"yuv.x = texture2D(tex_y, textureOut).r;\n"
"yuv.y = texture2D(tex_u, textureOut).r - 0.5;\n"
"yuv.z = texture2D(tex_v, textureOut).r - 0.5;\n"
"rgb = mat3(1, 1, 1, 0, -0.39465, 2.03211, 1.13983, -0.58060, 0) * yuv;\n"
"rgb.x = rgb.x * 2;"
"rgb.y = rgb.x;"
"rgb.z = rgb.x;"
"gl_FragColor = vec4(rgb, 1.0f);\n"
"}\n";
glShaderSource(v, 1, &vs, NULL);
glShaderSource(f, 1, &fs, NULL);
这种方法写起来很费劲,每行都用\n, 写起来,改起来都很痛苦!
- 将shader code写入单独的文件中,然后写个函数加载进来
char *textFileRead(char * filename)
{
char *s = (char *)malloc(8000);
memset(s, 0, 8000);
FILE *infile = fopen(filename, "rb");
int len = fread(s, 1, 8000, infile);
fclose(infile);
s[len] = 0;
return s;
}
char * fs = textFileRead("res/map.fs");
这种方法看起来清晰很多,但是要想办法管理相应的shader文件,也是一个费脑的事情。
- 目前比较好的方式
通过宏的方式将shader script和我们的代码完美的融合在一起,具体如下代码:
//macro to write shader programs inline
#ifndef GLSL
#define GLSL(version, A) "#version " #version "\n" #A
#endif
// your attention: #version must followed by a space
char *vs = GLSL(400,
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
void main(void)
{
gl_Position = vertexIn;
textureOut = textureIn;
}
);