//const char *vertexShader_string,vertex源码//const char *fragmentShader_strings,fragment源码processShader(&vertexID, vertexShader_string, GL_VERTEX_SHADER);processShader(&fragmentID, fragmentShader_strings, GL_FRAGMENT_SHADER);ProgramID= glCreateProgram();if (!ProgramID) {printf("Could not create program.");return -1;}glAttachShader(ProgramID, vertexID);glAttachShader(ProgramID, fragmentID);glLinkProgram(ProgramID);
生成vs_program句柄
vs = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vs, 1, &vertexShader_string, NULL);glCompileShader(vs);vs_program = glCreateProgram();glAttachShader(vs_program, vs);glProgramParameteri(vs_program,/*GL_PROGRAM_BINARY_RETRIEVABLE_HINT,*/ GL_PROGRAM_SEPARABLE, GL_TRUE);glLinkProgram(vs_program);
生成vs_program句柄
fs = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fs, 1, &fragmentShader_strings, NULL);glCompileShader(fs);fs_program = glCreateProgram();glAttachShader(fs_program, fs);glProgramParameteri(fs_program, GL_PROGRAM_SEPARABLE, GL_TRUE);glLinkProgram(fs_program);
注意,此处需要设置GL_PROGRAM_SEPARABLE为True,声明此为分离式
对shader进行组合
glGenProgramPipelines(1, &pipe);glBindProgramPipeline(pipe);GLuint k = glIsProgramPipeline(pipe);LOGI("PIPELINE IS %dn", k);glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs_program);glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs_program);
注意此处:glUseProgram->glUseProgramStages
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs_program);glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs_program);
还有一处需要注意,在给shader传值时,不是采用pipe的方式统一传入,使用vertex或shader句柄的方式进行传值
glProgramUniform1f(vs_program, glGetUniformLocation(vs_program, "f1"), 0.1);
glProgramUniform2f(vs_program, glGetUniformLocation(vs_program, "f2"), 0.1, 0.1);
glProgramUniform3f(vs_program, glGetUniformLocation(vs_program, "f3"), 0.1, 0.1, 0.1);
glProgramUniform4f(vs_program, glGetUniformLocation(vs_program, "f4"), 0.1, 0.1, 0.1, 0.1);
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