Difference between revisions of "Example/GLSL Separate Program Basics"

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(Proper nomenclature)
 
Line 2: Line 2:
  
 
<source lang="cpp">
 
<source lang="cpp">
//Create two separable program objects from a  
+
// Create two separable program objects from a  
//single source string respectively (vertSrc and fragSrc)
+
// single source string respectively (vertSrc and fragSrc)
 
GLuint vertProg = glCreateShaderProgramv(GL_VERTEX_SHADER  , 1, &vertSrc);
 
GLuint vertProg = glCreateShaderProgramv(GL_VERTEX_SHADER  , 1, &vertSrc);
 
GLuint fragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragSrc);
 
GLuint fragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragSrc);
  
//CHECK FOR ERRORS HERE!.
+
// CHECK FOR ERRORS HERE!.
  
//Generate a program pipeline and attach the programs to their respective stages
+
// Generate a program pipeline and attach the programs to their respective stages
 
glGenProgramPipelines(1, &pipeline);
 
glGenProgramPipelines(1, &pipeline);
 
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT  , vertProg);
 
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT  , vertProg);
 
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fragProg);
 
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fragProg);
  
//Query and set any uniforms
+
// Query and set any uniforms
 
GLint colorLoc = glGetUniformLocation(fragProg, "Color");
 
GLint colorLoc = glGetUniformLocation(fragProg, "Color");
 
glProgramUniform4f(fragProg, colorLoc, 1.f, 0.f, 0.f, 1.f);   
 
glProgramUniform4f(fragProg, colorLoc, 1.f, 0.f, 0.f, 1.f);   
 
</source>
 
</source>
 
<noinclude>[[Category:Example Code]]</noinclude>
 
<noinclude>[[Category:Example Code]]</noinclude>

Latest revision as of 11:12, 3 January 2018

Creating two separable programs, one with a vertex shader and one with a fragment shader.

// Create two separable program objects from a 
// single source string respectively (vertSrc and fragSrc)
GLuint vertProg = glCreateShaderProgramv(GL_VERTEX_SHADER  , 1, &vertSrc);
GLuint fragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragSrc);

// CHECK FOR ERRORS HERE!.

// Generate a program pipeline and attach the programs to their respective stages
glGenProgramPipelines(1, &pipeline);
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT  , vertProg);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fragProg);

// Query and set any uniforms
GLint colorLoc = glGetUniformLocation(fragProg, "Color");
glProgramUniform4f(fragProg, colorLoc, 1.f, 0.f, 0.f, 1.f);