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◰GL-着色器处理程序封装

2022-04-23 16:39:00 itzyjr

#ifndef SHADER_H
#define SHADER_H
#include <fstream>
#include <glm/glm.hpp>
#include <iostream>
#include <sstream>
#include <string>

class Shader {
    
 public:
  unsigned int ID;
  // constructor generates the shader on the fly
  // ------------------------------------------------------------------------
  Shader(const char* vertexPath, const char* fragmentPath,
         const char* geometryPath = nullptr) {
    
    // 1. retrieve the vertex/fragment source code from filePath
    std::string vertexCode;
    std::string fragmentCode;
    std::string geometryCode;
    std::ifstream vShaderFile;
    std::ifstream fShaderFile;
    std::ifstream gShaderFile;
    // ensure ifstream objects can throw exceptions:
    vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
    fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
    gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
    try {
    
      // open files
      vShaderFile.open(vertexPath);
      fShaderFile.open(fragmentPath);
      std::stringstream vShaderStream, fShaderStream;
      // read file's buffer contents into streams
      vShaderStream << vShaderFile.rdbuf();
      fShaderStream << fShaderFile.rdbuf();
      // close file handlers
      vShaderFile.close();
      fShaderFile.close();
      // convert stream into string
      vertexCode = vShaderStream.str();
      fragmentCode = fShaderStream.str();
      // if geometry shader path is present, also load a geometry shader
      if (geometryPath != nullptr) {
    
        gShaderFile.open(geometryPath);
        std::stringstream gShaderStream;
        gShaderStream << gShaderFile.rdbuf();
        gShaderFile.close();
        geometryCode = gShaderStream.str();
      }
    } catch (std::ifstream::failure& e) {
    
      std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
    }
    const char* vShaderCode = vertexCode.c_str();
    const char* fShaderCode = fragmentCode.c_str();
    // 2. compile shaders
    unsigned int vertex, fragment;
    // vertex shader
    vertex = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex, 1, &vShaderCode, NULL);
    glCompileShader(vertex);
    checkCompileErrors(vertex, "VERTEX");
    // fragment Shader
    fragment = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment, 1, &fShaderCode, NULL);
    glCompileShader(fragment);
    checkCompileErrors(fragment, "FRAGMENT");
    // if geometry shader is given, compile geometry shader
    unsigned int geometry;
    if (geometryPath != nullptr) {
    
      const char* gShaderCode = geometryCode.c_str();
      geometry = glCreateShader(GL_GEOMETRY_SHADER);
      glShaderSource(geometry, 1, &gShaderCode, NULL);
      glCompileShader(geometry);
      checkCompileErrors(geometry, "GEOMETRY");
    }
    // shader Program
    ID = glCreateProgram();
    glAttachShader(ID, vertex);
    glAttachShader(ID, fragment);
    if (geometryPath != nullptr) glAttachShader(ID, geometry);
    glLinkProgram(ID);
    checkCompileErrors(ID, "PROGRAM");
    // delete the shaders as they're linked into our program now and no longer
    // necessery
    glDeleteShader(vertex);
    glDeleteShader(fragment);
    if (geometryPath != nullptr) glDeleteShader(geometry);
  }
  // activate the shader
  void use() {
     glUseProgram(ID); }
  // utility uniform functions
  void setBool(const std::string& name, bool value) const {
    
    glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
  }
  void setInt(const std::string& name, int value) const {
    
    glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
  }
  void setFloat(const std::string& name, float value) const {
    
    glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
  }
  void setVec2(const std::string& name, const glm::vec2& value) const {
    
    glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
  }
  void setVec2(const std::string& name, float x, float y) const {
    
    glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
  }
  void setVec3(const std::string& name, const glm::vec3& value) const {
    
    glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
  }
  void setVec3(const std::string& name, float x, float y, float z) const {
    
    glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
  }
  void setVec4(const std::string& name, const glm::vec4& value) const {
    
    glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
  }
  void setVec4(const std::string& name, float x, float y, float z, float w) {
    
    glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
  }
  void setMat2(const std::string& name, const glm::mat2& mat) const {
    
    glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
                       &mat[0][0]);
  }
  void setMat3(const std::string& name, const glm::mat3& mat) const {
    
    glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
                       &mat[0][0]);
  }
  void setMat4(const std::string& name, const glm::mat4& mat) const {
    
    glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
                       &mat[0][0]);
  }

 private:
  // utility function for checking shader compilation/linking errors.
  void checkCompileErrors(GLuint shader, std::string type) {
    
    GLint success;
    GLchar infoLog[1024];
    if (type != "PROGRAM") {
    
      glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
      if (!success) {
    
        glGetShaderInfoLog(shader, 1024, NULL, infoLog);
        std::cout
            << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n"
            << infoLog
            << "\n -- --------------------------------------------------- -- "
            << std::endl;
      }
    } else {
    
      glGetProgramiv(shader, GL_LINK_STATUS, &success);
      if (!success) {
    
        glGetProgramInfoLog(shader, 1024, NULL, infoLog);
        std::cout
            << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n"
            << infoLog
            << "\n -- --------------------------------------------------- -- "
            << std::endl;
      }
    }
  }
};
#endif

使用示范:

Shader shader("framebuffers.vs", "framebuffers.fs");
Shader screenShader("framebuffers_screen.vs", "framebuffers_screen.fs");
shader.use();
shader.setInt("texture1", 0);
shader.setMat4("model", glm::mat4(1.0f));
screenShader.use();
...

版权声明
本文为[itzyjr]所创,转载请带上原文链接,感谢
https://blog.csdn.net/itzyjr/article/details/124336127