Haxel Engine learning 25 -- Shader Asset Files

Cherno Video: https://www.youtube.com/watch?v=8wFEzIYRZXg&list=PLlrATfBNZ98dC-V-N3m0Go4deliWHPFwT&index=45&t=7s

Mycode : https://github.com/DXT00/Hazel_study/tree/043f14b8acecdb7064edbf720c7999cad5b8c60a/Hazel

把Shader写进文件,使用时从文件读入:


	std::string OpenGLShader::ReadFile(std::string filepath)
	{
		std::string result;
		std::ifstream in(filepath, std::ios::in | std::ios::binary);
		if (in) {
			in.seekg(0, std::ios::end);//指向文件末尾
			result.resize(in.tellg());
			in.seekg(0, std::ios::beg);
			in.read(&result[0], result.size());
			in.close();
		}
		else {
			HZ_CORE_ERROR("Could not open file '{0}'", filepath);
		}

		return result;
	}

 

使用unordered_map存储vertex shader和 fragment shader

	OpenGLShader::OpenGLShader(const std::string& vertexSrc, const std::string& fragmentSrc)
	{

		std::unordered_map<GLenum, std::string> shaderSources;
		shaderSources[GL_VERTEX_SHADER] = vertexSrc;
		shaderSources[GL_FRAGMENT_SHADER] = fragmentSrc;

		Compile(shaderSources);


	}
	std::unordered_map<GLenum, std::string> OpenGLShader::PreProcess(const std::string& source) {

		std::unordered_map<GLenum, std::string> shaderSources;
		const char* typeToken = "#type";
		size_t typeTockenLength = strlen(typeToken);
		size_t pos = source.find(typeToken, 0);//find找不到会返回npos
		while (pos != std::string::npos) {
			size_t eol = source.find_first_of("\r\n", pos);
			HZ_CORE_ASSERT(eol != std::string::npos, "Syntax error");
			size_t begin = pos + typeTockenLength + 1;
			std::string type = source.substr(begin, eol - begin);
			HZ_CORE_ASSERT(ShaderTypeFromString(type), "Invalid shader type specified");

			size_t nextLinePos = source.find_first_not_of("\r\n", eol);
			pos = source.find(typeToken, nextLinePos);
			shaderSources[ShaderTypeFromString(type)] = source.substr(nextLinePos,
				pos - (nextLinePos == std::string::npos ? source.size() - 1 : nextLinePos));//string::npos表示source的末尾位置

		}
		return shaderSources;

	}

find_first_not_of , find_first_of,string::npos:https://blog.csdn.net/qq_32095699/article/details/100877726 

Compile Shader :

void OpenGLShader::Compile(const std::unordered_map<GLenum, std::string>& shaderSources)
	{
		GLuint program = glCreateProgram();


		std::vector<GLuint> ShaderID;
		for (auto& kv : shaderSources) {
			GLenum type = kv.first;
			const std::string& source = kv.second;
			GLuint shader = glCreateShader(type);
			ShaderID.push_back(shader);

			const GLchar *sourceCstr = source.c_str();
			glShaderSource(shader, 1, &sourceCstr, 0);

			glCompileShader(shader);

			GLint isCompiled = 0;
			glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
			if (isCompiled == GL_FALSE)
			{
				GLint maxLength = 0;
				glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);

				std::vector<GLchar> infoLog(maxLength);
				glGetShaderInfoLog(shader, maxLength, &maxLength, &infoLog[0]);

				glDeleteShader(shader);

				HZ_CORE_ERROR("{0}", infoLog.data());
				HZ_CORE_ASSERT(false, "Shader compliation failure!")

					break;
			}
			// Attach our shaders to our program
			glAttachShader(program, shader);

		}


		// Vertex and fragment shaders are successfully compiled.
		// Now time to link them together into a program.
		// Get a program object.

		// Link our program
		glLinkProgram(program);

		// Note the different functions here: glGetProgram* instead of glGetShader*.
		GLint isLinked = 0;
		glGetProgramiv(program, GL_LINK_STATUS, (int *)&isLinked);
		if (isLinked == GL_FALSE)
		{
			GLint maxLength = 0;
			glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);

			// The maxLength includes the NULL character
			std::vector<GLchar> infoLog(maxLength);
			glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);

			// We don't need the program anymore.
			glDeleteProgram(program);
			// Don't leak shaders either.
			for (auto& shader : ShaderID) {
				glDeleteShader(shader);
			}



			HZ_CORE_ERROR("{0}", infoLog.data());
			HZ_CORE_ASSERT(false, "Shader link failure!")

			return;
		}
		// Always detach shaders after a successful link.
		for (auto& shader : ShaderID) {
			glDetachShader(program,shader);
		}
		m_RendererID = program;

	}

 

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