着色器文件一般在哪里找
时间: 2024-10-24 16:14:38 浏览: 4
psvgxp:反转GXP着色器二进制文件
在本教程中,着色器文件位于 `../Shaders/` 目录下。具体来说:
- **顶点着色器**:命名为 `BasicVertex.glsl`
- **片段着色器**:命名为 `ColourFragment.glsl`
这些文件需要手动创建,并放置在指定目录中。例如:
```cpp
// 在 Renderer 类的构造函数中加载着色器
basicShader = new Shader("basicVertex.glsl", "colourFragment.glsl");
```
### 创建着色器文件
1. **顶点着色器 (`BasicVertex.glsl`)**:
```glsl
#version 330 core
in vec3 position;
in vec4 colour;
out Vertex {
vec4 colour;
} OUT;
void main(void) {
gl_Position = vec4(position, 1.0);
OUT.colour = colour;
}
```
2. **片段着色器 (`ColourFragment.glsl`)**:
```glsl
#version 330 core
in Vertex {
vec4 colour;
} IN;
out vec4 fragColour;
void main(void) {
fragColour = IN.colour;
}
```
### 加载和编译着色器
在 `Shader` 类中,有专门的方法来加载和编译这些着色器文件。以下是关键步骤:
1. **加载着色器文件**:
```cpp
bool Shader::LoadShaderFile(const string& filename, string& into) {
ifstream file(SHADER_DIR + filename);
string textLine;
if (!file.is_open()) {
cout << "ERROR: File does not exist!\n";
return false;
}
int lineNum = 1;
while (!file.eof()) {
getline(file, textLine);
textLine += "\n";
into += textLine;
cout << "(" << lineNum << "):" << textLine;
++lineNum;
}
cout << "\nLoaded shader text!\n\n";
return true;
}
```
2. **生成并编译着色器对象**:
```cpp
void Shader::GenerateShaderObject(unsigned int i) {
cout << "Compiling Shader...\n";
string shaderText;
if (!LoadShaderFile(shaderFiles[i], shaderText)) {
cout << "Loading failed!\n";
shaderValid[i] = false;
return;
}
GLuint shaderType = shaderTypes[i];
objectIDs[i] = glCreateShader(shaderType);
const char* chars = shaderText.c_str();
int textLength = shaderText.length();
glShaderSource(objectIDs[i], 1, &chars, &textLength);
glCompileShader(objectIDs[i]);
glGetShaderiv(objectIDs[i], GL_COMPILE_STATUS, &shaderValid[i]);
if (!shaderValid[i]) {
cout << "Compiling failed!\n";
PrintCompileLog(objectIDs[i]);
} else {
cout << "Compiling success!\n\n";
}
glAttachShader(programID, objectIDs[i]);
}
```
通过这些步骤,你可以成功地加载和编译着色器文件,并将它们用于渲染。
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