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#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
const uint32_t fill_vert[] =
#include "fill_vert.h"
;
const uint32_t visuals_frag[] =
#include "visuals_frag.h"
;
int main(int argc, char** argv) {
// initialize window
glfwInit();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "test", NULL, NULL);
glfwMakeContextCurrent(window);
glewInit();
// initialize shaders
GLuint vert = glCreateShader(GL_VERTEX_SHADER);
glShaderBinary(1, &vert, GL_SHADER_BINARY_FORMAT_SPIR_V, fill_vert, sizeof(fill_vert));
glSpecializeShader(vert, "main", 0, NULL, NULL);
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderBinary(1, &frag, GL_SHADER_BINARY_FORMAT_SPIR_V, visuals_frag, sizeof(visuals_frag));
glSpecializeShader(frag, "main", 0, NULL, NULL);
GLuint shader = glCreateProgram();
glAttachShader(shader, vert);
glAttachShader(shader, frag);
glLinkProgram(shader);
glUseProgram(shader); // <- used the program before getting uniform name
glDeleteShader(vert);
glDeleteShader(frag);
// print driver info
printf("vendor: %s\n", glGetString(GL_VENDOR));
printf("renderer: %s\n", glGetString(GL_RENDERER));
printf("version: %s\n", glGetString(GL_VERSION));
printf("glsl version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
printf("------------------------------\n");
// list all ACTIVE uniforms in shader:
GLint count;
glGetProgramiv(shader, GL_ACTIVE_UNIFORMS, &count);
for (unsigned i = 0; i < count; i++) {
GLchar name[80];
GLsizei length;
glGetActiveUniformName(shader, i, 80, &length, name);
printf("[%u] = \"%.*s\"\n", i, length, name);
}
// directly get uniform location
GLint uniform_location = glGetUniformLocation(shader, "test");
printf("`test` uniform location = %d\n", uniform_location);
return 0;
}
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