99 lines
3.4 KiB
C
99 lines
3.4 KiB
C
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#ifndef SHADER_H
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#define SHADER_H
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <GL/glew.h>
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class Shader
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{
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public:
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GLuint Program;
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Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
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{
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// 1. 读取顶点(vertex)/片段(fragment)源文件
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// 确保ifstream对象能够抛出异常:
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vShaderFile.exceptions(std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::badbit);
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try
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{
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// 打开文件
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// 将文件内容读取成字符流
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// 关闭文件
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vShaderFile.close();
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fShaderFile.close();
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// 将字符流转换为string字符串
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const GLchar* vShaderCode = vertexCode.c_str();
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const GLchar * fShaderCode = fragmentCode.c_str();
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// 2. 编译着色器(shaders)
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GLuint vertex, fragment;
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GLint success;
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GLchar infoLog[512];
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// 顶点着色器(Vertex Shader)
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vertex = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器
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glShaderSource(vertex, 1, &vShaderCode, NULL);//指定源代码
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glCompileShader(vertex);//编译着色器
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// 输出编译错误
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);//查看是否编译成功
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if (!success)
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{
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// 片段着色器(Fragment Shader)
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fragment = glCreateShader(GL_FRAGMENT_SHADER);//创建片段着色器
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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// 输出编译错误
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// 着色器程序(Shader Program)
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this->Program = glCreateProgram();//创建着色程序
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glAttachShader(this->Program, vertex);//关联顶点着色器
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glAttachShader(this->Program, fragment);//关联片段着色器
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glLinkProgram(this->Program);//链接编译器
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// 输出链接错误
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glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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// 链接入程序后不再需要这些着色器了,删除它们。
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// 使用当前着色器
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void Use()
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{
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glUseProgram(this->Program);
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}
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};
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#endif
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