OpenGL ES 封装shader载入编译链接

static void CheckGLError(const char* printMsg)
{
    for (GLint error = glGetError(); error; error = glGetError())
    {
        ALog_E("after %s() glError (0x%x)", printMsg, error);
    }
}

/**
 * Compile a shader
 * shaderType is GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
 */
static GLuint LoadShader(GLenum shaderType, const char* shaderSource)
{
	// Create the shader object
	GLuint shader = glCreateShader(shaderType);

	if (shader == 0)
	{
		CheckGLError("glCreateShader");
		return shader;
	}

	// Load the shader source
	glShaderSource(shader, 1, &shaderSource, NULL);

	// Compile the shader
	glCompileShader(shader);

	GLint compiled;
	// Check the compile status
	glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);

	if (!compiled)
	{
		GLint infoLen;
		glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
		if (infoLen != 0)
		{
			char buf[infoLen];
			glGetShaderInfoLog(shader, infoLen, NULL, buf);
			ALog_E("Could not compile shader %d:%s", shaderType, buf);

			glDeleteShader(shader);

			return 0;
		}
	}

    return shader;
}


/**
 * Load vertex and fragment shader, create a program object, link program
 */
static GLuint LoadProgram(const char* vertexSource, const char* fragmentSource)
{
	GLuint program;

	// Load the vertex shaders
	GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vertexSource);

	if (vertexShader == 0)
	{
		return 0;
	}

	// Load the fragment shaders
	GLuint fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fragmentSource);

	if (fragmentShader == 0)
	{
		return 0;
	}

	// Create the program object
	program = glCreateProgram();

	if (program == 0)
	{
		CheckGLError("glCreateProgram");
		return 0;
	}

	glAttachShader(program, vertexShader);
	glAttachShader(program, fragmentShader);

	// Link the program
	glLinkProgram(program);

	GLint linkStatus;
	// Check the link status
	glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);

	if (!linkStatus)
	{
		GLint bufLength;
		glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);

		if (bufLength != 0)
		{
			char buf[bufLength];
			glGetProgramInfoLog(program, bufLength, NULL, buf);
			ALog_E("Could not link program: %s", buf);
		}

		glDeleteProgram(program);

		return 0;
	}

	// Free up no longer needed shader resources
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);

	return program;
}



可以载入顶点和片段shader,并编译附加到Program上,最后返回链接后的Program, 开箱即用,支持错误输出。

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