From 51b09ffe334c5fb815503c9cf14bcb245a04fad1 Mon Sep 17 00:00:00 2001 From: iridiumR Date: Tue, 23 May 2023 15:02:08 +0800 Subject: [PATCH] feat(OpenGL): shader.h --- OpenGL/hello/include/shader.h | 137 ++++++++++++++++++++++++++++++++++ 1 file changed, 137 insertions(+) create mode 100644 OpenGL/hello/include/shader.h diff --git a/OpenGL/hello/include/shader.h b/OpenGL/hello/include/shader.h new file mode 100644 index 0000000..c3de973 --- /dev/null +++ b/OpenGL/hello/include/shader.h @@ -0,0 +1,137 @@ +#ifndef SHADER_H +#define SHADER_H + +#include "glad/glad.h" // 包含glad来获取所有的必须OpenGL头文件 + +#include +#include +#include +#include + + +class Shader +{ +public: + unsigned int ID; + // constructor generates the shader on the fly + // ------------------------------------------------------------------------ + Shader(const char* vertexPath, const char* fragmentPath) + { + // 1. retrieve the vertex/fragment source code from filePath + std::string vertexCode; + std::string fragmentCode; + std::ifstream vShaderFile; + std::ifstream fShaderFile; + // ensure ifstream objects can throw exceptions: + vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + fShaderFile.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(); + } + catch (std::ifstream::failure& e) + { + std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_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"); + // shader Program + ID = glCreateProgram(); + glAttachShader(ID, vertex); + glAttachShader(ID, fragment); + glLinkProgram(ID); + checkCompileErrors(ID, "PROGRAM"); + // delete the shaders as they're linked into our program now and no longer necessary + glDeleteShader(vertex); + glDeleteShader(fragment); + } + // 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 setFloat1(const std::string &name, float value) const + { + glUniform1f(glGetUniformLocation(ID, name.c_str()), value); + } + // ------------------------------------------------------------------------ + void setFloat2(const std::string &name, float value1, float value2) const + { + glUniform2f(glGetUniformLocation(ID, name.c_str()), value1, value2); + } + // ------------------------------------------------------------------------ + void setFloat3(const std::string &name, float value1, float value2, float value3) const + { + glUniform3f(glGetUniformLocation(ID, name.c_str()), value1, value2, value3); + } + // ------------------------------------------------------------------------ + void setFloat4(const std::string &name, float value1, float value2, float value3, float value4) const + { + glUniform4f(glGetUniformLocation(ID, name.c_str()), value1, value2, value3, value4); + } + +private: + // utility function for checking shader compilation/linking errors. + // ------------------------------------------------------------------------ + void checkCompileErrors(unsigned int shader, std::string type) + { + int success; + char 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