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124 lines (97 loc) · 2.61 KB
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Copy pathShader.cpp
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124 lines (97 loc) · 2.61 KB
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#include "Shader.h"
#include <fstream>
#include <iostream>
static GLuint CreateShader(const std::string& text, GLenum shaderTye);
static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage);
static std::string LoadShader(const std::string& fileName);
Shader::Shader(const std::string& fileName)
{
m_pragmram = glCreateProgram();
m_shader[0] = CreateShader(LoadShader(fileName + ".vs"), GL_VERTEX_SHADER);
m_shader[1] = CreateShader(LoadShader(fileName + ".fs"), GL_FRAGMENT_SHADER);
for(unsigned int i = 0; i < NUM_SHADER; i++)
{
glAttachShader(m_pragmram, m_shader[i]);
}
glLinkProgram(m_pragmram);
CheckShaderError(m_pragmram, GL_LINK_STATUS, true, "Error: Progma Linking invalid");
//验证
glValidateProgram(m_pragmram);
CheckShaderError(m_pragmram, GL_VALIDATE_STATUS, true, "Error: Progma Validate invalid");
}
Shader::~Shader()
{
for (unsigned int i = 0; i < NUM_SHADER; i++)
{
glDetachShader(m_pragmram, m_shader[i]);
glDeleteShader(m_shader[i]);
}
glDeleteProgram(m_pragmram);
}
void Shader::Bind()
{
glUseProgram(m_pragmram);
}
static GLuint CreateShader(const std::string& text, GLenum shaderTye)
{
GLuint shader = glCreateShader(shaderTye);
if (shader == 0)
{
std::cerr << "Error: Shader creation failure" << std::endl;
}
const GLchar* shaderSourceString[1];
GLint shaderSourceStringLength[1];
shaderSourceString[0] = text.c_str();
shaderSourceStringLength[0] = text.length();
glShaderSource(shader, 1, shaderSourceString, shaderSourceStringLength);
glCompileShader(shader);
CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error: Shader compilation failed");
return shader;
}
//检测着色器是否存在错误,输出错误信息
static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage)
{
GLint success = 0;
GLchar error[1024] = {0};
if (isProgram)
{
glGetProgramiv(shader, flag, &success);
}
else
{
glGetShaderiv(shader, flag, &success);
}
if (success == GL_FALSE)
{
if (isProgram)
{
glGetProgramInfoLog(shader, sizeof(error), NULL, error);
}
else
{
glGetShaderInfoLog(shader, sizeof(error), NULL, error);
}
std::cerr << errorMessage << ";'" << error << "'" << std::endl;
}
}
//加载着色器文件,并返回着色器的所有内容
static std::string LoadShader(const std::string& fileName)
{
std::ifstream file;
file.open(fileName.c_str());
std::string output;
std::string line;
if (file.is_open())
{
while (file.good())
{
getline(file, line);
output.append(line + "\n");
}
}
else
{
std::cerr << "Unable to load shader: " << fileName<< std::endl;
}
return output;
}