在opengl中使用shader时,我们将glShaderProgram封装成一个Shader类,执行构造函数时,可以从本地文件中读出vertex和fragment的shader代码字符串,完成shader创建、编译,着色器程序的创建、链接。
这是Shader.h
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;//程序ID
Shader(const char *vertexPath, const char *fragmentPath);//构造器读取着色器并链接构建着色器程序
void use();//激活着色器程序
//uniform工具函数
void setBool(const std::string &name, bool value) const;//函数声明后色const指明此函数不可修改成员变量的值,否则编译时报错
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
void setFloat4(const std::string &name, float x, float y, float z, float w) const;
};
#endif
这是Shader.cpp
#include "shader.h"
Shader::Shader(const char *vertexPath, const char *fragmentPath)
{
//保存shader代码的字符串
std::string vertexCode;
std::string fragmentCode;
//文件输入流
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// 保证ifstream对象可以抛出异常:
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertex, fragment;
int success;
char infoLog[512];
//顶点着色器
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//片段着色器
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//着色器程序
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
//着色器程序链接成功后 删除着色器
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::use()
{
glUseProgram(ID);
}
//uniform工具函数
void Shader::setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat4(const std::string &name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}