问题
I\'d like to declare GLSL shader strings inline using macro stringification:
#define STRINGIFY(A) #A
const GLchar* vert = STRINGIFY(
#version 120\\n
attribute vec2 position;
void main()
{
gl_Position = vec4( position, 0.0, 1.0 );
}
);
This builds and runs fine using VS2010 but fails to compile on gcc with:
error: invalid preprocessing directive #version
Is there a way to use stringification like this in a portable manner?
I\'m trying to avoid per-line quotes:
const GLchar* vert =
\"#version 120\\n\"
\"attribute vec2 position;\"
\"void main()\"
\"{\"
\" gl_Position = vec4( position, 0.0, 1.0 );\"
\"}\"
;
...and/or line continuation:
const GLchar* vert = \"\\
#version 120\\n \\
attribute vec2 position; \\
void main() \\
{ \\
gl_Position = vec4( position, 0.0, 1.0 ); \\
} \\
\";
回答1:
Can you use C++11? If so you could use raw string literals:
const GLchar* vert = R"END(
#version 120
attribute vec2 position;
void main()
{
gl_Position = vec4( position, 0.0, 1.0 );
}
)END";
No need for escapes or explicit newlines. These strings start with an R (or r). You need a delimiter (I chose END) between the quote and the first parenthesis to escape parenthesis which you have in the code snippet.
回答2:
Unfortunately, having preprocessor directives in the argument of a macro is undefined, so you can't do this directly. But as long as none of your shaders need preprocessor directives other than #version, you could do something like:
#define GLSL(version, shader) "#version " #version "\n" #shader
const GLchar* vert = GLSL(120,
attribute vec2 position;
void main()
{
gl_Position = vec4( position, 0.0, 1.0 );
}
);
回答3:
The problem is due to gcc preprocessing macros meant for GLSL. Using standard stringify and escaping preprocessor directives with new lines in GLSL code worked for me.
#define STRINGIFY(A) #A
const GLchar* vert = STRINGIFY(
\n#version 120\n
\n#define MY_MACRO 999\n
attribute vec2 position;
void main()
{
gl_Position = vec4( position, 0.0, 1.0 );
}
);
回答4:
To achieve this purpose I used sed. I have seperate files with GLSL which I edit (with proper syntax highlighting), and in the same time GLSL in inlined in C++. Not very cross platform, but with msys it works under windows.
In C++ code:
const GLchar* vert =
#include "shader_processed.vert"
;
In Makefile:
shader_processed.vert: shader.vert
sed -f shader.sed shader.vert > shader_processed.vert
programm: shader_processed.vert main.cpp
g++ ...
shader.sed
s|\\|\\\\|g
s|"|\\"|g
s|$|\\n"|g
s|^|"|g
来源:https://stackoverflow.com/questions/13872544/gcc-stringification-and-inline-glsl