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Shader.cpp
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Shader.cpp
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/*
* 读取,编译,使用 shader 文件
*
* 未来改进:
* 文件错误类型检查,不要用数字;
* 添加 shader 文件名后缀检查;
* 读取文本/二进制文件 等专门做一个工具类/函数;
* 2016/4/9 qiu_hao
*
*/
#include "Shader.h"
//
int Shader::_loadShader(const char* filePath, char** shader, unsigned int* fileSize)
{
FILE* fp = NULL;
if (!(fp = fopen(filePath, "rb")))
return -1;
while (!feof(fp))
if (fgetc(fp) == '\n') ++(*fileSize);
++(*fileSize);
fclose(fp);
// 加载 shader 文件
if (!(fp = fopen(filePath, "rb")))
return -1;
*shader = (char*)malloc(sizeof(char)*MAX_SOURCE_SIZE);
char c_tmp = -1;
unsigned int index = 0;
for (int i = 0; i < MAX_SOURCE_SIZE - 1; ++i)
{
c_tmp = fgetc(fp);
if (c_tmp == EOF) break;
(*shader)[index++] = c_tmp;
}
(*shader)[index] = '\0';
// 关闭 shader 文件
fclose(fp);
return 0;
}
//
void Shader::_unLoadShader()
{
//vs
if (!m_vShaderFile) return;
free(m_vShaderFile);
m_vShaderFile = NULL;
//fs
if (!m_fShaderFile) return;
free(m_fShaderFile);
m_fShaderFile = NULL;
}
//
Shader::Shader(const char* vsFilePath, const char* fsFilePath)
:m_vShaderFile(NULL), m_fShaderFile(NULL), m_vFileSize(0), m_fFileSize(0)
{
// 加载 vs
if (_loadShader(vsFilePath, &m_vShaderFile, &m_vFileSize) != 0) return;
const char* tmp = m_vShaderFile;
// 编译
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &tmp, NULL);
glCompileShader(vertexShader);
GLint success ;
GLchar infoLog[1024];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
//输出错误信息;
glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
return;
}
//加载
if (_loadShader(fsFilePath, &m_fShaderFile, &m_fFileSize) != 0) return;
tmp = m_fShaderFile;
//fs obj
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &tmp, NULL);
glCompileShader(fragmentShader);
// 检查 fs 编译结果:
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
//输出错误信息;
glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
return;
}
//生成 program objec 并且进行链接
m_shaderProgram = glCreateProgram();
glAttachShader(m_shaderProgram, vertexShader);
glAttachShader(m_shaderProgram, fragmentShader);
glLinkProgram(m_shaderProgram);
glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
//输出错误信息;
glGetProgramInfoLog(m_shaderProgram, 1024, NULL, infoLog);
return;
}
//删除 vs,fs
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
//
Shader::~Shader()
{
_unLoadShader();
m_shaderProgram = 0;//删除 shaderProgram obj
}
//
void Shader::UseShader()
{
glUseProgram(this->m_shaderProgram);
}
//
void Shader::UnuseShader()
{
glUseProgram(0);
}