glShaderSource — Replaces the source code in a shader object
void glShaderSource( | GLuint shader, |
GLsizei count, | |
const GLchar **string, | |
const GLint *length) ; |
shader
Specifies the handle of the shader object whose source code is to be replaced.
count
Specifies the number of elements in the
string
and
length
arrays.
string
Specifies an array of pointers to strings containing the source code to be loaded into the shader.
length
Specifies an array of string lengths.
glShaderSource
sets the source code
in shader
to the source code in the array
of strings specified by string
. Any
source code previously stored in the shader object is completely
replaced. The number of strings in the array is specified by
count
. If length
is NULL
, each string is assumed to be null
terminated. If length
is a value other
than NULL
, it points to an array containing
a string length for each of the corresponding elements of
string
. Each element in the
length
array may contain the length of
the corresponding string (the null character is not counted as
part of the string length) or a value less than 0 to indicate
that the string is null terminated. The source code strings are
not scanned or parsed at this time; they are simply copied into
the specified shader object.
OpenGL copies the shader source code strings when
glShaderSource
is called, so an application
may free its copy of the source code strings immediately after
the function returns.
GL_INVALID_VALUE
is generated if
shader
is not a value generated by
OpenGL.
GL_INVALID_OPERATION
is generated if
shader
is not a shader object.
GL_INVALID_VALUE
is generated if
count
is less than 0.
glGetShader
with arguments shader
and
GL_SHADER_SOURCE_LENGTH
glGetShaderSource
with argument shader
GLuint vshader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vshader, 1, &vertex_shader_source, NULL); // vertex_shader_source is a GLchar* containing glsl shader source code glCompileShader(vshader); GLint vertex_compiled; glGetShaderiv(vshader, GL_COMPILE_STATUS, &vertex_compiled); if (vertex_compiled != GL_TRUE) { GLsizei log_length = 0; GLchar message[1024]; glGetShaderInfoLog(vshader, 1024, &log_length, message); // Write the error to a log } GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fshader, 1, &fragment_shader_source, NULL); // fragment_shader_source is a GLchar* containing glsl shader source code glCompileShader(fshader); GLint fragment_compiled; glGetShaderiv(fshader, GL_COMPILE_STATUS, &fragment_compiled); if (fragment_compiled != GL_TRUE) { GLsizei log_length = 0; GLchar message[1024]; glGetShaderInfoLog(fshader, 1024, &log_length, message); // Write the error to a log } GLuint program = glCreateProgram(); // This step is unnecessary if you use the location specifier in your shader // e.g. layout (location = 0) in vec3 position; glBindAttribLocation(program, 0, "position"); // The index passed into glBindAttribLocation is glBindAttribLocation(program, 1, "texcoord"); // used by glEnableVertexAttribArray. "position" glBindAttribLocation(program, 2, "normal"); // "texcoord" "normal" and "color" are the names of the glBindAttribLocation(program, 3, "color"); // respective inputs in your fragment shader. glAttachShader(program, vshader); glAttachShader(program, fshader); glLinkProgram(program); GLint program_linked; glGetProgramiv(program, GL_LINK_STATUS, &program_linked); if (program_linked != GL_TRUE) { GLsizei log_length = 0; GLchar message[1024]; glGetProgramInfoLog(program, 1024, &log_length, message); // Write the error to a log }
open.gl - The Graphics Pipeline
open.gl - Transform Feedback
opengl-tutorial.org - Tutorial 2 : The first triangle
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