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C++ VertexShader::CreateDeviceResource方法代码示例

本文整理汇总了C++中VertexShader::CreateDeviceResource方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexShader::CreateDeviceResource方法的具体用法?C++ VertexShader::CreateDeviceResource怎么用?C++ VertexShader::CreateDeviceResource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VertexShader的用法示例。


在下文中一共展示了VertexShader::CreateDeviceResource方法的1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: __CreateProgram

//----------------------------------------------------------------------------
ShaderProgramHandle* OpenGLDevice::__CreateProgram(ShaderProgram* program)
{
    GLuint __program = glCreateProgram();
    std::string linkingString("Linking program");

    VertexShader* vShader = program->GetVertexShader();
    if( vShader )
    {
        vShader->CreateDeviceResource(this);
        OpenGLShaderHandle* vsHandle = 
            (OpenGLShaderHandle*)vShader->GetShaderHandle();
        glAttachShader(__program, vsHandle->mShader);
        linkingString += " ";
        linkingString += vShader->GetShaderFileName();
    }

    FragmentShader* fShader = program->GetFragmentShader();
    if( fShader )
    {
        fShader->CreateDeviceResource(this);
        OpenGLShaderHandle* fsHandle =
            (OpenGLShaderHandle*)fShader->GetShaderHandle();
        glAttachShader(__program, fsHandle->mShader);
        linkingString += " ";
        linkingString += fShader->GetShaderFileName();
    }

    GeometryShader* gShader = program->GetGeometryShader();
    if( gShader )
    {
        gShader->CreateDeviceResource(this);
        OpenGLShaderHandle* gsHandle =
            (OpenGLShaderHandle*)gShader->GetShaderHandle();
        glAttachShader(__program, gsHandle->mShader);
        linkingString += " ";
        linkingString += gShader->GetShaderFileName();
    }

    ComputeShader* cShader = program->GetComputeShader();
    if( cShader )
    {
        cShader->CreateDeviceResource(this);
        OpenGLShaderHandle* csHandle =
            (OpenGLShaderHandle*)cShader->GetShaderHandle();
        glAttachShader(__program, csHandle->mShader);
        linkingString += " ";
        linkingString += cShader->GetShaderFileName();
    }

    TessellationControlShader* tcShader = program->GetTessellationControlShader();
    if( tcShader )
    {
        tcShader->CreateDeviceResource(this);
        OpenGLShaderHandle* tcsHandle =
            (OpenGLShaderHandle*)tcShader->GetShaderHandle();
        glAttachShader(__program, tcsHandle->mShader);
        linkingString += " ";
        linkingString += tcShader->GetShaderFileName();
    }

    TessellationEvaluationShader* teShader = program->GetTessellationEvaluationShader();
    if( teShader )
    {
        teShader->CreateDeviceResource(this);
        OpenGLShaderHandle* tesHandle =
            (OpenGLShaderHandle*)teShader->GetShaderHandle();
        glAttachShader(__program, tesHandle->mShader);
        linkingString += " ";
        linkingString += teShader->GetShaderFileName();
    }

    glLinkProgram(__program);
    GLint linked;
    glGetProgramiv(__program, GL_LINK_STATUS, &linked);
    if( !linked )
    {
        GLint iInfoLen = 0;
        glGetProgramiv(__program, GL_INFO_LOG_LENGTH, &iInfoLen);
        if( iInfoLen > 1 )
        {
            char* acInfoLog = new char[iInfoLen];
            glGetProgramInfoLog(__program, iInfoLen, 0, acInfoLog);
            linkingString += " failed";

            Terminal::Output(Terminal::OC_Error, "%s\n%s\n", 
                linkingString.c_str(), acInfoLog);
            delete[] acInfoLog;
        }

        RTGI_ASSERT(false);
        return 0;
    }

#ifdef RTGI_OUTPUT_SHADER_RESOURCE_LOADING
    linkingString += " finished";
    Terminal::Output(Terminal::OC_Success, "%s\n", linkingString.c_str());
#endif

    OPENGL_DEVICE_CHECK_ERROR;
//.........这里部分代码省略.........
开发者ID:jazzboysc,项目名称:RTGI,代码行数:101,代码来源:OpenGLDevice.cpp


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