跟着cherno手搓游戏引擎【13】着色器(shader)

创建着色器类:

shader.h:初始化、绑定和解绑方法:

#pragma once
#include <string>
namespace YOTO {

	class Shader {

	public:
		Shader(const std::string& vertexSrc, const std::string& fragmentSrc);
		~Shader();
		void Bind()const;
		void UnBind()const;
	private:
		uint32_t m_RendererID;
	}
;
}

shader.cpp:主打一个粘贴代码

#include"ytpch.h"
#include "Shader.h"
#include <glad/glad.h>
#include <YOTO/Log.h>
namespace YOTO {
	Shader::Shader(const std::string& vertexSrc, const std::string& fragmentSrc)
	{
		// 1.1.创建顶点着色器对象
		GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
		// Send the vertex shader source code to GL
		// Note that std::string's .c_str is NULL character terminated.
		// 1.2.附加顶点着色器源码到顶点着色器对象中
		const GLchar* source = vertexSrc.c_str();
		glShaderSource(vertexShader, 1, &source, 0);
		// 1.3.编译顶点着色器对象
		glCompileShader(vertexShader);


		// 1.4.检查是否编译成功
		GLint isCompiled = 0;
		glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled);
		if (isCompiled == GL_FALSE) {
			// 1.4.2编译失败可以打印报错信息
			GLint maxLength = 0;
			glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
			// The maxLength includes the NULL character
			std::vector<GLchar> infoLog(maxLength);
			glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);
			// We don't need the shader anymore.
			glDeleteShader(vertexShader);
			YT_CORE_ERROR("{0}", infoLog.data());
			YT_CORE_ASSERT(false, "Vertex shader compilation failure!");
			return;
		}
		// 片段着色器一样
		// 2.1.创建片段着色器对象
		GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
		// Send the fragment shader source code to GL
		// Note that std::string's .c_str is NULL character terminated.
		// 2.2.附加片段着色器源码到片段着色器对象中
		source = fragmentSrc.c_str();
		glShaderSource(fragmentShader, 1, &source, 0);
		// 2.3.编译片段着色器对象
		glCompileShader(fragmentShader);
		// 2.4.检查是否编译成功
		glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
		if (isCompiled == GL_FALSE) {
			// 2.4.2编译失败可以打印报错信息
			GLint maxLength = 0;
			glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
			// The maxLength includes the NULL character
			std::vector<GLchar> infoLog(maxLength);
			glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);
			// We don't need the shader anymore.
			glDeleteShader(fragmentShader);
			// Either of them. Don't leak shaders.
			glDeleteShader(vertexShader);
			YT_CORE_ERROR("{0}", infoLog.data());
			YT_CORE_ASSERT(false, "Fragment shader compilation failure!");
			return;
		}
		// Vertex and fragment shaders are successfully compiled.
		// Now time to link them together into a program.
		// Get a program object.
		// 3.1创建着色器程序对象
		m_RendererID = glCreateProgram();
		GLuint program = m_RendererID;
		// 3.2附加着色器对象给着色器程序对象
		glAttachShader(program, vertexShader);
		glAttachShader(program, fragmentShader);
		// 3.3链接着色器程序对象
		glLinkProgram(program);
		// 3.4可以检查链接是否成功
		// 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.
			glDeleteShader(vertexShader);
			glDeleteShader(fragmentShader);
			YT_CORE_ERROR("{0}", infoLog.data());
			YT_CORE_ASSERT(false, "Shader link failure!");
			return;
		}
		// 4.删除着色器对象
		// Always detach shaders after a successful link.
		glDetachShader(program, vertexShader);
		glDetachShader(program, fragmentShader);

	
	}
	Shader::~Shader()
	{
		glDeleteProgram(m_RendererID);
	}
	void Shader::Bind() const
	{
		glUseProgram(m_RendererID);
	}
	void Shader::UnBind() const
	{
		glUseProgram(0);
	}
}

Shader和着色器类的使用:

Application.h:添加Shader类的指针

#pragma once
#include"Core.h"
#include"Event/Event.h"
#include"Event/ApplicationEvent.h"
#include "YOTO/Window.h"
#include"YOTO/LayerStack.h"
#include"YOTO/ImGui/ImGuiLayer.h"
#include <YOTO/Renderer/Shader.h>
namespace YOTO {
	class YOTO_API Application
	{
	public:
		Application();
		virtual ~Application();
		void Run();
		void OnEvent(Event &e);
		void PushLayer(Layer* layer);
		void PushOverlay(Layer* layer);

		inline static Application& Get() {return * s_Instance;}
		inline Window& GetWindow() { return *m_Window; }
	private:
		bool  OnWindowClosed(WindowCloseEvent& e);
		std::unique_ptr<Window>  m_Window;
		ImGuiLayer *  m_ImGuiLayer;
		bool m_Running = true;
		LayerStack m_LayerStack;
		
		unsigned int m_VertexArray, m_VertexBuffer, m_IndexBuffer;
		std::unique_ptr<Shader> m_Shader;
		static Application* s_Instance;
	};
	//在客户端定义
	Application* CreateApplication();
}

Application.cpp:实例化着色器并在Run的循环中绑定

#include"ytpch.h"
#include "Application.h"

#include"Log.h"
#include<glad/glad.h>
#include"Input.h"


namespace YOTO {
#define BIND_EVENT_FN(x) std::bind(&x, this, std::placeholders::_1)

	 Application* Application::s_Instance = nullptr;

	Application::Application() {

		YT_CORE_ASSERT(!s_Instance, "Application需要为空!")
		s_Instance = this;
		//智能指针
		m_Window = std::unique_ptr<Window>(Window::Creat());
		//设置回调函数
		m_Window->SetEventCallback(BIND_EVENT_FN(Application::OnEvent));
		//new一个Layer,放在最后层进行渲染
		m_ImGuiLayer = new ImGuiLayer();
		PushOverlay(m_ImGuiLayer);  
		//unsigned int id;
		//glGenBuffers(1, &id);


		//顶点数组:
		glGenVertexArrays(1, &m_VertexArray);
		glBindVertexArray(m_VertexArray);
		//顶点缓冲区
		glGenBuffers(1, &m_VertexBuffer);
		glBindBuffer(GL_ARRAY_BUFFER,m_VertexBuffer);

		float vertices[3 * 3] = {
			-0.5f,-0.5f,0.0f,
			0.5f,-0.5f,0.0f,
			0.0f,0.5f,0.0f,
		};
		//把数据传送给gpu,GL_STATIC_DRAW不断的用新数据刷新数组。告诉opengl这个缓冲区的数据布局
		glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
		//启用数据的索引0
		glEnableVertexAttribArray(0);
		//设置缓冲区数据格式:缓冲区序号、顶点属性的大小、什么数据类型、会不会被归一化、
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),nullptr);
		//创建索引缓冲区
		glGenBuffers(1, &m_IndexBuffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IndexBuffer);
		unsigned int indices[3] = { 0,1,2 };
		//设置缓冲区格式
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
		//着色器
		//顶点布局
		std::string vertexSource = R"(
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		out vec3 v_Position;
		void main(){
		v_Position=a_Position;
		gl_Position =vec4( a_Position+0.5,1.0);
		}
		)";
		//绘制颜色
		std::string fragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;
		in vec3 v_Position;
		void main(){
		color=vec4(v_Position*0.5+0.5,1.0);
		}
		)";
		m_Shader.reset(new Shader(vertexSource, fragmentSource));
		
		//shader
	}
	Application::~Application() {

	}
	/// <summary>
	/// 所有的Window事件都会在这触发,作为参数e
	/// </summary>
	/// <param name="e"></param>
	void Application::OnEvent(Event& e) {
		//根据事件类型绑定对应事件
		EventDispatcher dispatcher(e);
		dispatcher.Dispatch<WindowCloseEvent>(BIND_EVENT_FN(Application::OnWindowClosed));
		//输出事件信息
		YT_CORE_INFO("Application:{0}",e);
		for (auto it = m_LayerStack.end(); it != m_LayerStack.begin();) {
			(*--it)->OnEvent(e);
			if (e.m_Handled)
				break;
		}
	}

	bool Application::OnWindowClosed(WindowCloseEvent& e) {
		m_Running = false;
		return true;
	}
	void Application::Run() {
		WindowResizeEvent e(1280, 720);
		if (e.IsInCategory(EventCategoryApplication)) {
			YT_CORE_TRACE(e);
		}
		if (e.IsInCategory(EventCategoryInput)) {
			YT_CORE_ERROR(e);
		}

		while (m_Running)
		{
			glClearColor(0.2f, 0.2f, 0.2f,1);
			glClear(GL_COLOR_BUFFER_BIT);
	
			glBindVertexArray(m_VertexArray);
			m_Shader->Bind();
			glDrawElements(GL_TRIANGLES,3,GL_UNSIGNED_INT,nullptr); 
			for (Layer* layer : m_LayerStack) {
				layer->OnUpdate();
			}
			//将ImGui的刷新放到APP中,与Update分开
			m_ImGuiLayer->Begin();
			
			for (Layer* layer : m_LayerStack) {
				layer->OnImGuiRender();
			}
			m_ImGuiLayer->End();
			m_Window->OnUpdate();
		}
	}
	void Application::PushLayer(Layer* layer) {
		m_LayerStack.PushLayer(layer);
		layer->OnAttach();
	}
	void Application::PushOverlay(Layer* layer) {
		m_LayerStack.PushOverlay(layer);
		layer->OnAttach();
	}
}

测试:

cool!(水一期)

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