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112
textures/myshader.hh
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112
textures/myshader.hh
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#pragma once
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#include <glad/glad.h>
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#include <iterator>
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#include <string.h>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader {
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public:
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// 程序ID
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unsigned int ID;
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// 构造器读取并构建着色器
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Shader(const char* vertexPath, const char* fragmentPath) {
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const char *vertexShaderSource ="#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec3 aColor;\n"
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"out vec3 ourColor;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos, 1.0);\n"
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" ourColor = aColor;\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec3 ourColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(ourColor, 1.0f);\n"
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"}\n\0";
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch(std::ifstream::failure e) {
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std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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// 编译着色器
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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// 顶点着色器
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// 片段着色器
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// 使用/激活程序
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void use() {
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glUseProgram(ID);
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}
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// uniform工具函数
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void setBool(const std::string& name, bool value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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void setInt(const std::string& name, int value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string& name, float value) const {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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};
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