因为每次新建项目时,我们都要再定义一次着色器,显得很麻烦,更方便的方法就是自己定义一个着色器类,每次建立新着色器对象时就自动完成从硬盘读取源码、编译,链接等过程。
shader_s.h这里给出了着色器类的头文件,头两行的预处理指令会告知你的编译器只在它没被包含过的情况下才包含和编译这个头文件,即使多个文件都包含了这个着色器头文件。它是用来防止链接冲突的。
接下来运用c++的ifstream来读取硬盘里的着色器源代码,着色器构造函数的结果就是直接保存最后生成的着色器程序ID,调用USE方法就可以使用了,三个set方法还可以给着色器里的uniform变量赋值
#ifndef SHADER_H #define SHADER_H #include// 包含glad来获取所有的必须OpenGL头文件 #include #include #include #include class Shader { public: unsigned int ID;// 程序ID // constructor generates the shader on the fly // ------------------------------------------------------------------------ Shader(const char* vertexPath, const char* fragmentPath)// 构造器读取并构建着色器 { // 1. retrieve the vertex/fragment source code from filePath std::string vertexCode; std::string fragmentCode; std::ifstream vShaderFile; std::ifstream fShaderFile; // ensure ifstream objects can throw exceptions: vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); try { // open files vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); 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(); } 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(); // 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"); // shader Program ID = glCreateProgram(); glAttachShader(ID, vertex); glAttachShader(ID, fragment); glLinkProgram(ID); checkCompileErrors(ID, "PROGRAM"); // delete the shaders as they're linked into our program now and no longer necessary glDeleteShader(vertex); glDeleteShader(fragment); } // activate the shader // ------------------------------------------------------------------------ void use()// 使用/激活程序 { glUseProgram(ID); } // utility uniform functions // uniform工具函数------------------------------------------------------------------------ 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: // utility function for checking shader compilation/linking errors. // 判断编译、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 << "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
定义完头文件后,我们可以分别把顶点着色器和片段着色器的源码保存为shader.vs和shader.fs做区分
将此头文件添加到项目中后,一定要把它的目录包含进附加包含目录里:
在使用时,还要记得主程序一定要包含你创建的头文件:
#include
这样,我们程序中关于着色器的部分就简单多了:
Shader ourShader("shader.vs", "shader.fs");//创建着色器
...
//我们要把所有的渲染(Rendering)操作放到渲染循环中,因为我们想让这些渲染指令在每次渲染循环迭代的时候都能被执行
while (!glfwWindowShouldClose(window))
{
// 输入
processInput(window);
//调用glClear函数,清除颜色缓冲之后,整个颜色缓冲都会被填充为glClearColor里所设置的颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 渲染指令
//使用着色器程序
ourShader.use();
...



