Created
June 17, 2013 12:27
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simple glsl test
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char* filetobuf(char *file) | |
{ | |
FILE *fptr; | |
long length; | |
char *buf; | |
fptr = fopen(file, "rb"); /* Open file for reading */ | |
if (!fptr) /* Return NULL on failure */ | |
return NULL; | |
fseek(fptr, 0, SEEK_END); /* Seek to the end of the file */ | |
length = ftell(fptr); /* Find out how many bytes into the file we are */ | |
buf = (char*)malloc(length+1); /* Allocate a buffer for the entire length of the file and a null terminator */ | |
fseek(fptr, 0, SEEK_SET); /* Go back to the beginning of the file */ | |
fread(buf, length, 1, fptr); /* Read the contents of the file in to the buffer */ | |
fclose(fptr); /* Close the file */ | |
buf[length] = 0; /* Null terminator */ | |
return buf; /* Return the buffer */ | |
} | |
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) | |
SDL_GL_GetProcAddress("glCreateProgramObjectARB"); | |
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) | |
SDL_GL_GetProcAddress("glDeleteObjectARB"); | |
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) | |
SDL_GL_GetProcAddress("glCreateShaderObjectARB"); | |
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) | |
SDL_GL_GetProcAddress("glShaderSourceARB"); | |
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) | |
SDL_GL_GetProcAddress("glCompileShaderARB"); | |
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) | |
SDL_GL_GetProcAddress("glGetObjectParameterivARB"); | |
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) | |
SDL_GL_GetProcAddress("glAttachObjectARB"); | |
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) | |
SDL_GL_GetProcAddress("glGetInfoLogARB"); | |
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) | |
SDL_GL_GetProcAddress("glLinkProgramARB"); | |
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) | |
SDL_GL_GetProcAddress("glUseProgramObjectARB"); | |
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) | |
SDL_GL_GetProcAddress("glGetUniformLocationARB"); | |
glUniform1fARB = (PFNGLUNIFORM1FARBPROC) | |
SDL_GL_GetProcAddress("glUniform1fARB"); | |
glUniform1iARB = (PFNGLUNIFORM1IARBPROC) | |
SDL_GL_GetProcAddress("glUniform1iARB"); | |
GLenum shader_vert = 0; | |
GLenum shader_frag = 0; | |
GLenum shader_prog = 0; | |
char *shader_frag_source; | |
char *shader_vert_source; | |
shader_frag_source = filetobuf("frag.frag"); | |
shader_vert_source = filetobuf("vert.vert"); | |
shader_prog = glCreateProgramObjectARB(); | |
shader_vert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); | |
shader_frag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); | |
int len = 0; | |
len = strlen(shader_vert_source); | |
glShaderSourceARB(shader_vert, 1, (const GLcharARB**)&shader_vert_source, &len); | |
len = strlen(shader_frag_source); | |
glShaderSourceARB(shader_frag, 1, (const GLcharARB**)&shader_frag_source, &len); | |
glCompileShaderARB(shader_vert); | |
glCompileShaderARB(shader_frag); | |
glAttachObjectARB(shader_prog, shader_vert); | |
glAttachObjectARB(shader_prog, shader_frag); | |
glLinkProgramARB(shader_prog); | |
glUseProgramObjectARB(shader_prog); |
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