glShaderSource — replace the source code in a shader object
void glShaderSource( | GLuint shader, |
GLsizei count, | |
const GLchar * const *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.
For implementations that support a shader compiler, 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.
Shader compiler support is optional, and thus must be queried before use by calling glGet with argument GL_SHADER_COMPILER
. glShaderSource
, glCompileShader, glGetShaderPrecisionFormat, and glReleaseShaderCompiler will each generate GL_INVALID_OPERATION
on implementations that do not support a shader compiler. Such implementations instead offer the glShaderBinary alternative for supplying a pre-compiled shader binary.
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_OPERATION
is generated if a shader compiler is not supported.
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.
glGet with argument GL_SHADER_COMPILER
glGetShaderiv 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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