OpenGL随笔六 opengl通过读取外部文档读取vertexShader和fragmentShader的程序代码

#include “Shader.h”
#include
#include
#include
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
using namespace std;
Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
ifstream vertexFile;
ifstream fragmentFile;
stringstream vertexSStream;
stringstream fragmentSStream;

//打开文档
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);


vertexFile.exceptions(ifstream::failbit | ifstream::badbit);
fragmentFile.exceptions(ifstream::failbit | ifstream::badbit);

try {
	if (!vertexFile.is_open() || !fragmentFile.is_open()) {
		throw exception("open file error!");
	}
	//读取文档到SStream
	vertexSStream << vertexFile.rdbuf();
	fragmentSStream << fragmentFile.rdbuf();

	vertexString = vertexSStream.str();
	fragmentString = fragmentSStream.str();

	vertexSource = vertexString.c_str();
	fragmentSource = fragmentString.c_str();

	unsigned int vertext, fragment;
	//编译vertextShader
	vertext = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertext, 1, &vertexSource, NULL);
	glCompileShader(vertext);
	checkCompileErrors(vertext, "VERTEX");
	//编译fragmentShader
	fragment = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragment, 1, &fragmentSource, NULL);
	glCompileShader(fragment);
	checkCompileErrors(fragment, "FRAGMENT");
	//链接vertextShader与fragmentShader
	ID = glCreateProgram();
	glAttachShader(ID, vertext);
	glAttachShader(ID, fragment);
	glLinkProgram(ID);
	checkCompileErrors(ID, "PROGRAM");
	//删除shader
	glDeleteShader(vertext);
	glDeleteShader(fragment);

}
catch (const std::exception& ex){
	printf(ex.what());
}

}

void Shader::print()
{
cout << vertexSource<<endl;
cout << fragmentSource<<endl;
}

void Shader::use()
{
glUseProgram(ID);
}

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);
		cout << "shader compile error:" << infoLog << endl;
	}
	
}
else {
	glGetProgramiv(ID, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(ID, 512, NULL, infoLog);
		cout << "program link error:" << infoLog << endl;
	}
}

}

//
//外部读档类
#include “Shader.h”
#include
#include
#include
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
using namespace std;
Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
ifstream vertexFile;
ifstream fragmentFile;
stringstream vertexSStream;
stringstream fragmentSStream;

//打开文档
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);


vertexFile.exceptions(ifstream::failbit | ifstream::badbit);
fragmentFile.exceptions(ifstream::failbit | ifstream::badbit);

try {
	if (!vertexFile.is_open() || !fragmentFile.is_open()) {
		throw exception("open file error!");
	}
	//读取文档到SStream
	vertexSStream << vertexFile.rdbuf();
	fragmentSStream << fragmentFile.rdbuf();

	vertexString = vertexSStream.str();
	fragmentString = fragmentSStream.str();

	vertexSource = vertexString.c_str();
	fragmentSource = fragmentString.c_str();

	unsigned int vertext, fragment;
	//编译vertextShader
	vertext = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertext, 1, &vertexSource, NULL);
	glCompileShader(vertext);
	checkCompileErrors(vertext, "VERTEX");
	//编译fragmentShader
	fragment = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragment, 1, &fragmentSource, NULL);
	glCompileShader(fragment);
	checkCompileErrors(fragment, "FRAGMENT");
	//链接vertextShader与fragmentShader
	ID = glCreateProgram();
	glAttachShader(ID, vertext);
	glAttachShader(ID, fragment);
	glLinkProgram(ID);
	checkCompileErrors(ID, "PROGRAM");
	//删除shader
	glDeleteShader(vertext);
	glDeleteShader(fragment);

}
catch (const std::exception& ex){
	printf(ex.what());
}

}

void Shader::print()
{
cout << vertexSource<<endl;
cout << fragmentSource<<endl;
}

void Shader::use()
{
glUseProgram(ID);
}

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);
		cout << "shader compile error:" << infoLog << endl;
	}
	
}
else {
	glGetProgramiv(ID, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(ID, 512, NULL, infoLog);
		cout << "program link error:" << infoLog << endl;
	}
}

}

链接: link.

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