上次通过字符串的形式写了简单的顶点和片元着色器
这次优化为把shader放在外部,用类状态机的方式读取
为shader的编写带来了极大便利
见代码
#include<GL/glew.h>
#include <GLFW/glfw3.h>
#include<iostream>
#include<fstream>
#include<string>
#include<sstream>
struct ShaderProgramSource
{
std::string VertexShader;
std::string FragmentShader;
};
static ShaderProgramSource ParseShader(const std::string& filepath)
{
std::ifstream stream(filepath);
enum class ShaderType
{
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)
{
if (line.find("vertex") != std::string::npos)
type = ShaderType::VERTEX;
else if (line.find("fragment") != std::string::npos)
type = ShaderType::FRAGMENT;
}
else
{
ss[int(type)] << line << '\n';
}
}
return{ ss[0].str(),ss[1].str() };
}
static unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
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 = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed To Compile" << (type == GL_VERTEX_SHADER ? "vertex" : "fragmenrt") << " Shader Nya~" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
static unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
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;
}
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
glewInit();
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "OpenGl", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
std::cout << "Error" << std::endl;
}
std::cout << glGetString(GL_VERSION) << std::endl;
float position[] = {
-0.5f, -0.5f,//0
0.5f, -0.5f,//1
0.5f, 0.5f,//2
-0.5f, 0.5f,//3
};
unsigned int indices[] = {
0,1,2,
2,3,0
};
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 2 * 6 * sizeof(float), position, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
/*glbindbuffer(gl_array_buffer, 0);*/
unsigned int ibo;//索引缓冲区对象,必须无符号整形
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);//索引缓冲区插槽
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
ShaderProgramSource source = ParseShader("res/shaders/Basic.shader");
std::cout << "VERREX" << std::endl;
std::cout << source.VertexShader << std::endl;
std::cout << "FRAGMENT" << std::endl;
std::cout << source.FragmentShader << std::endl;
unsigned int shader = CreateShader(source.VertexShader,source.FragmentShader);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, nullptr);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteProgram(shader);
glfwTerminate();
return 0;
}