着色器——我们自己的着色器类

本文章仅用于记录学习情况,资料来源LearnOpenGL CN

第一步

头文件中创建Shaders.h

#ifndef SHADER_H
#define SHADER_H

#include 

#include 
#include 
#include 
#include 

class Shader
{
public:
    unsigned int ID;   //着色器程序ID

    //构造器读取并构建着色器
    Shader(const char* vertexPath, const char* fragmentPath)
    {
        //从文件路径中获取顶点/片段着色器
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        //保证ifstream对象可以抛出异常
        vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        try
        {
            //打开文件
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            //读取文件的缓冲内容到数据流中
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            //关闭文件处理器
            vShaderFile.close();
            fShaderFile.close();
            //转换数据流到string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.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();

        //编译着色器
        unsigned int vertex, fragment;
        //顶点着色器
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        //片段着色器
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        //着色器程序
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        //删除着色器
        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }

    激活着色器程序
    void use()
    {
        glUseProgram(ID);
    }

    //uniform工具类
    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);
    }

private:
    //打印编译/链接错误
    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 << 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 << std::endl;
            }
        }
    }
};
#endif

 第二步

资源文件中创建shader.vsshader.fs

shader.vs代码

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;

out vec3 ourColor;

void main()
{
    gl_Position = vec4(aPos, 1.0);
    ourColor = aColor;
}

shader.fs代码

#version 330 core
out vec4 FragColor;

in vec3 ourColor;

void main()
{
    FragColor = vec4(ourColor, 1.0f);
}

第三步

头文件目录添加进附加包含目录

着色器——我们自己的着色器类_第1张图片

着色器——我们自己的着色器类_第2张图片

 第四步

编写主程序

#include
#include
#include
#include

//视口调整函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
	glViewport(0, 0, width, height);   //设置窗口维度
}

//输入
void processInput(GLFWwindow* window) {
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)   //如果按下ESC,关闭GLFW
		glfwSetWindowShouldClose(window, true);
}

int main() {

	glfwInit();   //初始化GLFW
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);   //主版本号为3
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);   //次版本号为3
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);   //使用的是核心模式

	//创建窗口
	GLFWwindow* window = glfwCreateWindow(800, 600, "MyWindow", NULL, NULL);
	if (window == NULL) {   //窗口创建失败
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();   //释放/删除之前分配的资源
		return -1;
	}
	glfwMakeContextCurrent(window);   //将创建的窗口上下文设置为当前线程的主上下文

	//初始化GLAD
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {   //加载系统相关的OpenGL函数指针地址
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);   //设置窗口大小调整的回调

	//顶点数组:x,y,z轴,范围为-1.0到1.0
	float vertices[] = {
		// 位置              // 颜色
		 0.5f, -0.5f, 0.0f,  1.0f, 0.0f, 0.0f,   // 右下
		-0.5f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f,   // 左下
		 0.0f,  0.5f, 0.0f,  0.0f, 0.0f, 1.0f    // 顶部
	};

	//创建VBO、VAO对象
	unsigned int VBO,VAO;
	glGenBuffers(1, &VBO);
	glGenVertexArrays(1, &VAO);
	
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	//位置属性
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
	glEnableVertexAttribArray(1);

	Shader ourShader("shader.vs", "shader.fs");   //创建着色器

	//渲染循环
	while (!glfwWindowShouldClose(window)) {   //判断是否退出
		processInput(window);   //输入

		//渲染指令
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);   //清空屏幕所用颜色
		glClear(GL_COLOR_BUFFER_BIT);   //清空颜色缓冲

		ourShader.use();
		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		//检查并调用事件,交换缓冲
		glfwSwapBuffers(window);   //交换颜色缓冲
		glfwPollEvents();   //检查触发事件、更新窗口状态
	}

	glDeleteBuffers(1, &VBO);   //删除VBO对象
	glDeleteVertexArrays(1, &VAO);   //删除VAO对象
	glfwTerminate();   //释放/删除之前分配的资源
	return 0;
}

运行结果

着色器——我们自己的着色器类_第3张图片

 

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