Learnopengl(3)着色器[转]
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
static std::string dirName;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char *vertexPath, const char *fragmentPath, const char *geometryPath = nullptr)
{
std::string vert_string = vertexPath;
std::string frag_string = fragmentPath;
std::string gemo_string = "";
const char *vert_char = vert_string.insert(2, dirName).c_str();
const char *frag_char = frag_string.insert(2, dirName).c_str();
const char *gemo_char;
if (geometryPath != nullptr)
{
gemo_string = geometryPath;
gemo_char = gemo_string.insert(2, dirName).c_str();
}
// 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(vert_char);
fShaderFile.open(frag_char);
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(gemo_char);
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::ifstream::failure &e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << 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
#version 330 core
out vec4 FracColor;
in vec3 ourColor;
in vec3 ourPos;
void main(){
FracColor = vec4(ourPos, 1.0f);
}
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 ourColor;
out vec3 ourPos;
uniform float xOffset;
void main(){
gl_Position = vec4(aPos.x, -aPos.y, aPos.z, 1.0f);
ourColor = aColor;
ourPos = aPos;
}
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <tool/shader.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
std::string Shader::dirName;
int main(int argc, char *argv[])
{
Shader::dirName = argv[1];
glfwInit();
// 设置主要和次要版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 创建窗口对象
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 设置视口
glViewport(0, 0, 800, 600);
glEnable(GL_PROGRAM_POINT_SIZE);
// 注册窗口变化监听
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
Shader ourShader("./shader/vertex.glsl", "./shader/fragment.glsl");
// 定义顶点数组
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
};
// 创建缓冲对象
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// 绑定VAO缓冲对象
glBindVertexArray(VAO);
// 绑定VBO缓对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 填充VBO数据
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 设置顶点位置属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 设置顶点颜色属性指针
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
// 设置线框绘制模式
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
float xOffset = 0.5f;
while (!glfwWindowShouldClose(window))
{
processInput(window);
// 渲染指令
// ...
glClearColor(25.0 / 255.0, 25.0 / 255.0, 25.0 / 255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
ourShader.use();
ourShader.setFloat("xOffset", xOffset);
glBindVertexArray(VAO); // 不需要每次都绑定,对于当前程序其实只需要绑定一次就可以了
// glDrawArrays(GL_POINTS, 0, 6);
// glDrawArrays(GL_LINE_LOOP, 0, 3);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}