在以往的学习中简单列举了下需要封装的shade功能,趁着重构代码,将封装后的shader类添加到项目工程里。
- 头文件
#ifndef shader_hpp
#define shader_hpp
#include <stdio.h>
#include <string>
namespace LEARN_OPEN_GL {
class Shader {
public:
unsigned int ID;
Shader(const char *vertexPath, const char *fragmentPath);
void use();
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, bool value) const;
void setFloat(const std::string &name, float value) const;
private:
void checkCompileErrors(unsigned int shader, std::string type);
};
}
#endif /* shader_hpp */
头文件定义了构造函数、检查错误函数、使用函数和修改uniform值得函数,其中构造函数需要传入顶点着色器和片段着色器的文件路径。
- 实现如下
#include "shader.h"
#include <glad/glad.h>
#include <fstream>
#include <sstream>
#include <iostream>
#include "const.h"
using namespace LEARN_OPEN_GL;
Shader::Shader(const char *vertexPath, const char *fragmentPath) {
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try{
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream<<vShaderFile.rdbuf();
fShaderStream<<fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch(std::ifstream::failure e) {
std::cout<<"error shader file not successfully read "<<std::endl;
}
const char *vShaderCode = vertexCode.c_str();
const char *fShaderCode = fragmentCode.c_str();
unsigned int vertex, fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::use()
{
glUseProgram(ID);
}
void Shader::setBool(const std::string &name, bool value)const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[LOG_INFO_LEN];
GLenum pName = GL_COMPILE_STATUS;
if (type != "PROGRAM") {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, LOG_INFO_LEN, NULL, infoLog);
std::cout<<"Check compile error : "<<type<<" , info:"<<infoLog<<std::endl;
}
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, LOG_INFO_LEN, NULL, infoLog);
std::cout<<"Check compile error : "<<type<<" , info:"<<infoLog<<std::endl;
}
}
}
-
着色器重构
现在我们可以把着色器的代码放入到文件中了,如下图:
封装着色器
- 顶点着色器以.vs为后缀;
- 片段着色器以.fs为后缀;
- 0_common.是绘制普通三角形的着色器;1_withColor.是绘制顶点带颜色的三角形的
- 代码的重构
- 删除const.h中关于着色器的字符串;
- 封装的render类中去除关于着色器的编译代码;
- 使用Shader类的对象进行着色器相关的处理。