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C++ GLSLProgram::log方法代码示例

本文整理汇总了C++中GLSLProgram::log方法的典型用法代码示例。如果您正苦于以下问题:C++ GLSLProgram::log方法的具体用法?C++ GLSLProgram::log怎么用?C++ GLSLProgram::log使用的例子?那么, 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GLSLProgram的用法示例。


在下文中一共展示了GLSLProgram::log方法的4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: LoadFromStrings

GLSLProgram* ShaderManager::LoadFromStrings(const char* vertName, const char*fragName, std::string vertString, std::string fragString)
{
	GLSLProgram* prog = new GLSLProgram();

	if(!prog->compileShaderFromString(vertString, GLSLShader::VERTEX))
	{
		printf("Vertex shader failed to compile from string!\n%s", prog->log().c_str());
		sLog(Level::Severe) << "Vertex shader <" << vertName << "> failed to compile from string." << prog->log();
		assert(false && "Vertex shader failed to compile from string");
		return NULL;
	}

	if(!prog->compileShaderFromString(fragString, GLSLShader::FRAGMENT))
	{
		printf("Fragment shader failed to compile from string!\n%s", prog->log().c_str());
		sLog(Level::Severe) << "Fragment shader <" << fragName << "> failed to compile from string." << prog->log();
		assert(false && "Fragment shader failed to compile from string");
		return NULL;
	}

	if(!prog->link())
	{
		printf("Shader program failed to link!\n%s", prog->log().c_str());
		sLog(Level::Severe) << "Shader program failed to link." << prog->log();
		assert(false && "Shader program failed to link.");
		return NULL;
	}

	assert(prog != NULL);
	return prog;
}
开发者ID:Gibgezr,项目名称:blit3d,代码行数:31,代码来源:ShaderManager.cpp

示例2: LoadFromStrings

//Loads and compiles vertice and fragment shaders from strings into one GLSLProgram*
GLSLProgram* ShaderManager::LoadFromStrings(std::string vertName, std::string fragName, std::string vertString, std::string fragString)
{
	GLSLProgram* prog = new GLSLProgram();

	///Compile the vertex portion of the shader
	if(!prog->compileShaderFromString(vertString, GLSLShader::VERTEX))
	{
		printf("Vertex shader failed to compile from string!\n%s", prog->log().c_str());
		assert(false && "Vertex shader failed to compile from string");
		return NULL;
	}

	///Compile the fragment portion of the shader
	if(!prog->compileShaderFromString(fragString, GLSLShader::FRAGMENT))
	{
		printf("Fragment shader failed to compile from string!\n%s", prog->log().c_str());
		assert(false && "Fragment shader failed to compile from string");
		return NULL;
	}

	///Links the shader to OpenGL using the handle obtained during the compile
	if ( !prog->link() )
	{
		printf("Shader program failed to link!\n%s", prog->log().c_str());
		assert(false && "Shader program failed to link.");
		return NULL;
	}

	assert(prog != NULL);
	return prog;
}
开发者ID:cppcooper,项目名称:Rover---Recursive-Pathfinding,代码行数:32,代码来源:Shader_Manager.cpp

示例3: printf

void SceneParticlesInstanced::compileAndLinkShader
(GLSLProgram& glslProg, const char* vertexPath, const char* fragmentPath, const char* geometryPath)
{
	// "shader/particleinstanced.vs"
    if( !glslProg.compileShaderFromFile(vertexPath, GLSLShader::VERTEX) )
    {
        printf("Vertex shader failed to compile!\n%s",
			glslProg.log().c_str());
        
		do
		{
			cout << '\n' << "Press a key to continue...";
		} while (cin.get() != '\n');

		exit(1);
    }

	// "shader/particleinstanced.fs"
    if( !glslProg.compileShaderFromFile(fragmentPath, GLSLShader::FRAGMENT))
    {
        printf("Fragment shader failed to compile!\n%s",
			glslProg.log().c_str());
        
		do
		{
			cout << '\n' << "Press a key to continue...";
		} while (cin.get() != '\n');

		exit(1);
    }

	if (geometryPath != NULL && geometryPath[0] != '\0') {
		// compile geometry shader
		if (!glslProg.compileShaderFromFile(geometryPath, GLSLShader::GEOMETRY))
		{
			printf("Geometry shader failed to compile!\n%s",
				glslProg.log().c_str());

			do
			{
				cout << '\n' << "Press a key to continue...";
			} while (cin.get() != '\n');

			exit(1);
		}
	}

    if( !glslProg.link() )
    {
        printf("Shader program failed to link!\n%s",
			glslProg.log().c_str());
        
		do
		{
			cout << '\n' << "Press a key to continue...";
		} while (cin.get() != '\n');

		exit(1);
    }

	glslProg.use();
}
开发者ID:GhostatSpirit,项目名称:Hanabi,代码行数:62,代码来源:sceneparticlesinstanced.cpp

示例4: loadAssets

void loadAssets()
{
	loadParticles();
	loadPlane();

	pstack.push(glm::perspective(45.0f, 
					(GLfloat)window.GetWidth()/window.GetHeight(), 0.1f, 175.0f));
	
	mstack.push(glm::lookAt(vec3(0, 2.7, 7), vec3(0, 2.4, 6), vec3(0, 1, 0)));
	
	// Load terrain shader
	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-tc.glsl", 
			GLSLShader::TESS_CONTROL)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "terrain-te.glsl", 
			GLSLShader::TESS_EVALUATION)) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	if (!g_program.link()) {
		fprintf(stderr, "%s\n", g_program.log().c_str());
		exit(1);
	}

	// Load plane shader
	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-vert.glsl", 
			GLSLShader::VERTEX)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	if (!d_program.compileShaderFromFile(
			ROOT_PATH_RELATIVE SHADER_DIR "default-frag.glsl", 
			GLSLShader::FRAGMENT)) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	const char *outputNames[] = { "Position" };
	glTransformFeedbackVaryings(d_program.getHandle(), 1, outputNames, GL_SEPARATE_ATTRIBS);

	if (!d_program.link()) {
		fprintf(stderr, "%s\n", d_program.log().c_str());
		exit(1);
	}

	
	g_program.use();
	g_program.setUniform("Viewport", viewport);
	
	g_program.setUniform("MinTessLevel", 1.0f);
	g_program.setUniform("MaxTessLevel", max_tess);
	//g_program.setUniform("MaxTessLevel", 20.0f);

	g_program.setUniform("NearClip", 0.1f);
	g_program.setUniform("FarClip", 175.0f);
	g_program.setUniform("NearFog", 10.0f);
	g_program.setUniform("FarFog", 125.0f);

	g_program.setUniform("Light0.position", vec3(L0POSITION));
	g_program.setUniform("Light0.La", vec3(L0AMBIENT));
	g_program.setUniform("Light0.Ld", vec3(L0DIFFUSE));


	GLuint terrainmap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "heightmap-vlarge.png",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint watermap = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "watermap.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex1 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "grass.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex2 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "stonesnow.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
	GLuint ttex3 = SOIL_load_OGL_texture (
							ROOT_PATH_RELATIVE TEXTURE_DIR "water.jpg",
							SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L );
//.........这里部分代码省略.........
开发者ID:mwlow,项目名称:flying,代码行数:101,代码来源:main.cpp


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