片段着色器
片段着色器是负责确定各片段的颜色,然后将片段发送到帧缓冲,以便合成到窗口。
就是在这个阶段确定模型的颜色
自己封装的Shader类(改进中…)
Shader.h
#pragma once
#include "sb7.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <exception>
class Shader
{
public:
Shader();
Shader(const std::string vertexPath, const std::string fragmentPath);
Shader(const std::string vertexPath, const std::string tescPath, const std::string tesePath, const std::string fragmentPath);
//设置顶点着色器
void setVertexShder(const std::string vertexPath);
//设置曲面细分控制着色器
void setTescShader(const std::string tescPath);
//设置曲面细分评估着色器
void setTeseShader(const std::string tesePath);
//设置片段着色器
void setFragmentShader(const std::string fragmentPath);
//program对象使用
void use();
private:
GLuint program;
//源代码
std::string shaderString;
const char* shaderSource;
//用于读取shader文件
std::ifstream shaderFile;
//转换源码
std::stringstream shaderSStream;
private:
//查错程序,是否有编译错误
void checkCompileErrors(unsigned int ID, std::string type);
//读取文件,并且创建着色器对象
void readShaderSource(std::string shaderFilePath);
//链接着色器
void linkShader(GLuint shaderObject);
};
Shader.cpp
#include "Shader.h"
Shader::Shader(){}
Shader::Shader(const std::string vertexPath, const std::string fragmentPath)
{
//创建程序对象
program = glCreateProgram();
setVertexShder(vertexPath);
setFragmentShader(fragmentPath);
}
Shader::Shader(const std::string vertexPath, const std::string tescPath, const std::string tesePath, const std::string fragmentPath)
{
//创建程序对象
program = glCreateProgram();
setVertexShder(vertexPath);
setFragmentShader(fragmentPath);
setTescShader(tescPath);
setTeseShader(tesePath);
}
//设置顶点着色器
void Shader::setVertexShder(const std::string vertexPath)
{
//读取shader源代码
readShaderSource(vertexPath);
//创建shader对象
GLuint vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
//链接shader对象
linkShader(vertexShader);
}
//设置曲面细分控制着色器
void Shader::setTescShader(const std::string tescPath)
{
//读取shader源代码
readShaderSource(tescPath);
//创建shader对象
GLuint tescShader;
tescShader = glCreateShader(GL_TESS_CONTROL_SHADER);
//链接shader对象
linkShader(tescShader);
}
//设置曲面细分评估着色器
void Shader::setTeseShader(const std::string tesePath)
{
//读取shader源代码
readShaderSource(tesePath);
//创建shader对象
GLuint teseShader;
teseShader = glCreateShader(GL_TESS_EVALUATION_SHADER);
//链接shader对象
linkShader(teseShader);
}
//设置片段着色器
void Shader::setFragmentShader(const std::string fragmentPath)
{
//读取shader源代码
readShaderSource(fragmentPath);
//创建shader对象
GLuint fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
//链接shader对象
linkShader(fragmentShader);
}
void Shader::use()
{
glUseProgram(program);
}
//读取文件,并且创建着色器对象
void Shader::readShaderSource(std::string shaderFilePath)
{
//将上一个shader的源码清理
shaderSStream.str("");
memset(&shaderSource, '\0', sizeof(shaderSource));
//open shader file
if (!shaderFilePath.empty()) //判断文件路径是否为空
{
//文件路径不为空,打开文件
shaderFile.open(shaderFilePath);
shaderFile.exceptions(std::ifstream::badbit || std::ifstream::failbit);
try
{
if (!shaderFile.is_open()) //文件打开失败
{
throw std::exception("open fragment shader file fail");
}
//文件成功打开
//字符串流读取文件中的数据
shaderSStream << shaderFile.rdbuf();
//读完了,把文件关了
shaderFile.close();
//把源代码读入字符串中去
shaderString = shaderSStream.str();
//把string转成系数需要的const char *类型
shaderSource = shaderString.c_str();
}
catch (const std::exception& e)
{
std::cout << e.what() << std::endl;
}
}
}
//链接着色器
void Shader::linkShader(GLuint shaderObject)
{
//将源代码读入shader对象
glShaderSource(shaderObject, 1, &shaderSource, NULL);
//编译shader对象中的源码
glCompileShader(shaderObject);
//将shader对象附加到program对象上去
glAttachShader(program, shaderObject);
//链接program对象上的shader对象
glLinkProgram(program);
//查错
checkCompileErrors(program, "PROGRAM");
//完事,可以把shader对象删了
glDeleteShader(shaderObject);
}
/*
* 查错
*/
void Shader::checkCompileErrors(unsigned int ID, std::string type)
{
int success;
char infoLog[512];
if (type != "PROGRAM")
{
glGetShaderiv(ID, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(ID, 512, NULL, infoLog);
std::cout << "shader compile error: " << infoLog << std::endl;
}
}
else
{
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "program linking error: " << infoLog << std::endl;
}
}
}
shader file
vertex shader
#version 450 core
layout(location = 0) in vec4 offset;
//输出颜色到下一个着色器
out vec4 vs_color;
void main()
{
const vec4 vertices[] = vec4[3](vec4(0.25, -0.25, 0.5, 1.0),
vec4(-0.25, -0.25, 0.5, 1.0),
vec4(0.25, 0.25, 0.5, 1.0));
const vec4 colors[] = vec4[3](vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0));
gl_Position = vertices[gl_VertexID];
//输出到下一个阶段
vs_color = colors[gl_VertexID];
}
fragment shader
#version 450 core
//接收上一个着色器的输出
in vec4 vs_color;
//将颜色输出到屏幕或者窗口
out vec4 color;
void main()
{
color = vs_color;
}
代码
#include "sb7.h"
#include "Shader.h"
#include <math.h>
class my_appliciation : public sb7::application
{
public:
void startup()
{
shader = new Shader("vertexShader.vert", "fragmentShader.frag");
//创建vao对象
glCreateVertexArrays(1, &vertex_array_object);
//将vao对象绑定到上下文
glBindVertexArray(vertex_array_object);
}
void render(double currentTime)
{
GLfloat attrib[] = { (float)sin(currentTime) * 0.5f + 0.5,
(float)cos(currentTime) * 0.6f + 0.5, 0, 0 };
shader->use();
//将数据绑定到vao的第0个位置,就是vertex shader里面location = 0的位置
glVertexAttrib4fv(0, attrib);
//绘制图形
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void shutdown()
{
}
private:
//shader对象
Shader* shader;
//vao
GLuint vertex_array_object;
};
DECLARE_MAIN(my_appliciation);