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C++ Evas_GL_API::glAttachShader方法代码示例

本文整理汇总了C++中Evas_GL_API::glAttachShader方法的典型用法代码示例。如果您正苦于以下问题:C++ Evas_GL_API::glAttachShader方法的具体用法?C++ Evas_GL_API::glAttachShader怎么用?C++ Evas_GL_API::glAttachShader使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Evas_GL_API的用法示例。


在下文中一共展示了Evas_GL_API::glAttachShader方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: main

// Initialize the shader and program object
static int
init_shaders(GLData *gld)
{
   Evas_GL_API *gl = gld->glapi;
   GLbyte vShaderStr[] =
      "attribute vec4 vPosition;    \n"
      "void main()                  \n"
      "{                            \n"
      "   gl_Position = vPosition;  \n"
      "}                            \n";

   GLbyte fShaderStr[] =
      "#ifdef GL_ES                                 \n"
      "precision mediump float;                     \n"
      "#endif                                       \n"
      "void main()                                  \n"
      "{                                            \n"
      "  gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
      "}                                            \n";

   GLint linked;

   // Load the vertex/fragment shaders
   gld->vtx_shader  = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
   gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);

   // Create the program object
   gld->program = gl->glCreateProgram( );
   if (0 == gld->program)
     return 0;

   gl->glAttachShader(gld->program, gld->vtx_shader);
   gl->glAttachShader(gld->program, gld->fgmt_shader);

   gl->glBindAttribLocation(gld->program, 0, "vPosition");
   gl->glLinkProgram(gld->program);
   gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);

   if (!linked)
     {
        GLint info_len = 0;
        gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
        if (1 < info_len)
          {
             char* info_log = malloc(sizeof(char) * info_len);

             gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
             _printf("Error linking program:\n%s\n", info_log);
             free(info_log);
             g_assert(FALSE);
          }
        gl->glDeleteProgram(gld->program);
        return 0;
     }
   return 1;
}
开发者ID:mknapinski,项目名称:eail,代码行数:57,代码来源:eail_glview_tc1.c

示例2: printf

static void
gears_init(GLData *gld)
{
   Evas_GL_API *gl = gld->glapi;

   const char *p;
   char msg[512];

   gl->glEnable(GL_CULL_FACE);
   gl->glEnable(GL_DEPTH_TEST);

   p = vertex_shader;
   gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
   gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
   gl->glCompileShader(gld->vtx_shader);
   gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg);
   printf("vertex shader info: %s\n", msg);

   p = fragment_shader;
   gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
   gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
   gl->glCompileShader(gld->fgmt_shader);
   gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg);
   printf("fragment shader info: %s\n", msg);

   gld->program = gl->glCreateProgram();
   gl->glAttachShader(gld->program, gld->vtx_shader);
   gl->glAttachShader(gld->program, gld->fgmt_shader);
   gl->glBindAttribLocation(gld->program, 0, "position");
   gl->glBindAttribLocation(gld->program, 1, "normal");

   gl->glLinkProgram(gld->program);
   gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg);
   printf("info: %s\n", msg);

   gl->glUseProgram(gld->program);
   gld->proj_location  = gl->glGetUniformLocation(gld->program, "proj");
   gld->light_location = gl->glGetUniformLocation(gld->program, "light");
   gld->color_location = gl->glGetUniformLocation(gld->program, "color");

   /* make the gears */
   gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7);
   gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7);
   gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7);
}
开发者ID:maikodaraine,项目名称:EnlightenmentUbuntu,代码行数:45,代码来源:test_glview.c


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