• 【8】shader写入类中


    上一篇将 vao vbo写入类中进行封装,本篇将shader进行封装。

     Shader shader("res/shaders/Basic.shader");
        shader.Bind(); 
        shader.SetUniform4f("u_Color", 0.2f, 0.3f, 0.8f, 1.0f);
    
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    shader.h

    #pragma once
    
    #include 
    #include 
    
    struct ShaderProgramSource
    {
    	std::string VertexSource;
    	std::string FragmentSource;
    };
    
    class Shader
    {
    private:
    	std::string m_FilePath;
    	unsigned int m_RendererID;
    	// caching for uniforms
    	std::unordered_map<std::string, int> m_UniformLocationCache;
    public:
    	Shader(const std::string& filepath);
    	~Shader();
    
    	void Bind() const;
    	void UnBind() const;
    
    	//Set Uniform
    	void SetUniform4f(const std::string& name, float v0, float v1, float v2, float v3);
    private: 
    	ShaderProgramSource ParseShader(const std::string& filepath); 
    	unsigned int CompileShader(unsigned int type, const std::string& source);
    	unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader);
    	int GetUniformLocation(const std::string& name);
    	
    
    };
    
    
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    shader.cpp

    #include "Shader.h"
    
    #include 
    #include 
    #include 
    #include 
    
    #include "Renderer.h"
    
    
    
    Shader::Shader(const std::string& filepath)
    	: m_FilePath(filepath), m_RendererID(0)
    {
        ShaderProgramSource source = ParseShader(filepath);
        m_RendererID = CreateShader(source.VertexSource, source.FragmentSource); 
    }
    
    Shader::~Shader()
    {
        GLCall(glDeleteProgram(m_RendererID));
    }
    
    void Shader::Bind() const
    {
        GLCall(glUseProgram(m_RendererID));
    }
    
    void Shader::UnBind() const
    {
        GLCall(glUseProgram(0));
    }
    
    void Shader::SetUniform4f(const std::string& name, float v0, float v1, float v2, float v3)
    {
        GLCall(glUniform4f(GetUniformLocation(name), v0, v1, v2, v3));
    }
    
    
    int Shader::GetUniformLocation(const std::string& name)
    {
        if (m_UniformLocationCache.find(name) != m_UniformLocationCache.end())
        {
            return m_UniformLocationCache[name];
        }
        GLCall( int location = glGetUniformLocation(m_RendererID, name.c_str()));
        if (location == -1)
        {
            std::cout << "Warning: unifrom '" << name << "' doesn't exist!" << std::endl;
        } 
        m_UniformLocationCache[name] = location;
        return location;
    }
    
    ShaderProgramSource Shader::ParseShader(const std::string& filepath) {
        std::ifstream stream(filepath);
    
        enum class ShaderType { /* 带作用域的枚举类型,不是类*/
            NONE = -1, VERTEX = 0, FRAGMENT = 1
        };
    
        std::string line;
        std::stringstream ss[2];
        ShaderType type = ShaderType::NONE;
        while (getline(stream, line)) {
            if (line.find("#shader") != std::string::npos) { /* 找到了*/
                if (line.find("vertex") != std::string::npos) {
                    // set mode to vertex
                    type = ShaderType::VERTEX;
                }
                else if (line.find("fragment") != std::string::npos) {
                    // set mode to fragment
                    type = ShaderType::FRAGMENT;
                }
            }
            else {
                ss[(int)type] << line << '\n';
            }
        }
    
        return { ss[0].str(), ss[1].str() };
    }
    
    unsigned int Shader::CompileShader(unsigned int type, const std::string& source) {
        unsigned int id = glCreateShader(type);/*vertex 或者 fragment */
        const char* src = source.c_str(); /*或者写 &source[0]*/
        glShaderSource(id, 1, &src, nullptr);
        glCompileShader(id);
    
        int result;
        glGetShaderiv(id, GL_COMPILE_STATUS, &result);
        if (result == GL_FALSE) {
            int length;
            glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
            // char message[length]; /*这里会发现因为长度不定,无法栈分配,但你仍要这么做*/
            char* message = (char*)alloca(length * sizeof(char));
            glGetShaderInfoLog(id, length, &length, message);
            std::cout << "Failed to compile " <<
                (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << "shader!请定位到此行" << std::endl;
            std::cout << message << std::endl;
            glDeleteShader(id);
            return 0;
        }
    
        return id;
    }
    
    
    unsigned int Shader::CreateShader(const std::string& vertexShader, const std::string& fragmentShader) {
        /*使用unsigned是因为它接受的参数就是这样,
        或者可以使用 GLuint,但是作者不喜欢这样,因为它要使用多个图像api*/
        unsigned int program = glCreateProgram();
        unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
        unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
    
        glAttachShader(program, vs);
        glAttachShader(program, fs);
        glLinkProgram(program);
        glValidateProgram(program);
    
        glDeleteShader(vs);
        glDeleteShader(fs);
    
        return program;
    }
    
    
    
    
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  • 原文地址:https://blog.csdn.net/m0_46499080/article/details/132789430