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◰ GL shader handler encapsulation
2022-04-23 16:41:00 【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
Use demonstration :
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://yzsam.com/2022/04/202204231639280940.html
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