Example Code
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This is a list of all of the example code used throughout the wiki.
GLSL error testing
Main article: OpenGL Shading Language#Error Checking
Shader compilation error checking.
GLuint shader = glCreateShader(...);
// Get strings for glShaderSource.
glShaderSource(shader, ...);
glCompileShader(shader);
GLint isCompiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
// Provide the infolog in whatever manor you deem best.
// Exit with failure.
glDeleteShader(shader); // Don't leak the shader.
return;
}
// Shader compilation is successful.
Program Linking error checking.
GLuint program = glCreateProgram();
// Attach shaders as necessary.
glAttachShader(program, ...);
...
// Link the program.
glLinkProgram(program);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
// The program is useless now. So delete it.
glDeleteProgram(program);
// Provide the infolog in whatever manner you deem best.
// Exit with failure.
return;
}
GLSL full compile/link example
Full compile/link of a Vertex and Fragment Shader.
// Read our shaders into the appropriate buffers
std::string vertexSource = // Get source code for vertex shader.
std::string fragmentSource = // Get source code for fragment shader.
// Create an empty vertex shader handle
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// Send the vertex shader source code to GL
// Note that std::string's .c_str is NULL character terminated.
const GLchar *source = (const GLchar *)vertexSource.c_str();
glShaderSource(vertexShader, 1, &source, 0);
// Compile the vertex shader
glCompileShader(vertexShader);
GLint isCompiled = 0;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);
// We don't need the shader anymore.
glDeleteShader(vertexShader);
// Use the infoLog as you see fit.
// In this simple program, we'll just leave
return;
}
// Create an empty fragment shader handle
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Send the fragment shader source code to GL
// Note that std::string's .c_str is NULL character terminated.
source = (const GLchar *)fragmentSource.c_str();
glShaderSource(fragmentShader, 1, &source, 0);
// Compile the fragment shader
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);
// We don't need the shader anymore.
glDeleteShader(fragmentShader);
// Either of them. Don't leak shaders.
glDeleteShader(vertexShader);
// Use the infoLog as you see fit.
// In this simple program, we'll just leave
return;
}
// Vertex and fragment shaders are successfully compiled.
// Now time to link them together into a program.
// Get a program object.
GLuint program = glCreateProgram();
// Attach our shaders to our program
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
// Link our program
glLinkProgram(program);
// Note the different functions here: glGetProgram* instead of glGetShader*.
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int *)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
// We don't need the program anymore.
glDeleteProgram(program);
// Don't leak shaders either.
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Use the infoLog as you see fit.
// In this simple program, we'll just leave
return;
}
// Always detach shaders after a successful link.
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);
Program introspection
Main article: Program Introspection
Iteration over all non-block uniform variables, fetching their names, types, and locations:
GLint numUniforms = 0;
glGetProgramInterfaceiv(prog, GL_UNIFORM, GL_ACTIVE_RESOURCES, &numUniforms);
const GLenum properties[4] = {GL_BLOCK_INDEX, GL_TYPE, GL_NAME_LENGTH, GL_LOCATION};
for(int unif = 0; unif < numUniforms; ++unif)
{
GLint values[4];
glGetProgramResourceiv(prog, GL_UNIFORM, unif, 4, properties, 4, NULL, values);
// Skip any uniforms that are in a block.
if(values[0] != -1)
continue;
// Get the name. Must use a std::vector rather than a std::string for C++03 standards issues.
// C++11 would let you use a std::string directly.
std::vector<char> nameData(values[2]);
glGetProgramResourceName(prog, GL_UNIFORM, unif, nameData.size(), NULL, &nameData[0]);
std::string name(nameData.begin(), nameData.end() - 1);
}
Iteration over all uniforms within each uniform block.
GLint numBlocks = 0;
glGetProgramInterfaceiv(prog, GL_UNIFORM_BLOCK, GL_ACTIVE_RESOURCES, &numBlocks);
const GLenum blockProperties[1] = {GL_NUM_ACTIVE_VARIABLES};
const GLenum activeUnifProp[1] = {GL_ACTIVE_VARIABLES};
const GLenum unifProperties[3] = {GL_NAME_LENGTH, GL_TYPE, GL_LOCATION};
for(int blockIx = 0; blockIx < numBlocks; ++blockIx)
{
GLint numActiveUnifs = 0;
glGetProgramResourceiv(prog, GL_UNIFORM_BLOCK, blockIx, 1, blockProperties, 1, NULL, &numActiveUnifs);
if(!numActiveUnifs)
continue;
std::vector<GLint> blockUnifs(numActiveUnifs);
glGetProgramResourceiv(prog, GL_UNIFORM_BLOCK, blockIx, 1, activeUnifProp, numActiveUnifs, NULL, &blockUnifs[0]);
for(int unifIx = 0; unifIx < numActiveUnifs; ++unifIx)
{
GLint values[3];
glGetProgramResourceiv(prog, GL_UNIFORM, blockUnifs[unifIx], 3, unifProperties, 3, NULL, values);
// Get the name. Must use a std::vector rather than a std::string for C++03 standards issues.
// C++11 would let you use a std::string directly.
std::vector<char> nameData(values[0]);
glGetProgramResourceName(prog, GL_UNIFORM, blockUnifs[unifIx], nameData.size(), NULL, &nameData[0]);
std::string name(nameData.begin(), nameData.end() - 1);
}
}