OpenGL 着色器管理类 Shader

一个用于管理着色器的类

#pragma once
#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

class Shader
{
public:
    unsigned int ID;
    Shader(const GLchar*vertexPath, const GLchar* fragmentPath){
        // 1. 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" << 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,它们已经链接到我们的程序中了,已经不再需要了
        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }
    void use() {
        glUseProgram(ID);
    }
    //unifor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:
    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 << "
" << 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 << "
" << infoLog << "
 -- --------------------------------------------------- -- " << std::endl;
            }
        }
    }
};

#endif
原文地址:https://www.cnblogs.com/--zz/p/9704454.html