ShaderBase.cpp 9.2 KB

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  1. #include "ShaderBase.h"
  2. #include <QString>
  3. #include <QImage>
  4. #include <QFile>
  5. #include <QOpenGLWidget>
  6. #include <QOpenGLFunctions_3_3_Core>
  7. #include <QTextStream>
  8. #include "spdlog/spdlog.h"
  9. ShaderBase::ShaderBase()
  10. {
  11. }
  12. ShaderBase::~ShaderBase()
  13. {
  14. clearTexture();
  15. if(m_shaderProgramObj != nullptr) {
  16. delete m_shaderProgramObj;
  17. m_shaderProgramObj = nullptr;
  18. }
  19. }
  20. /* 初始化Shader,第一个是定点着色器,第二个是片段着色器 */
  21. bool ShaderBase::loadShaderCode(const QString &vertexShaderFile, const QString &fragmentShaderFile)
  22. {
  23. if(vertexShaderFile.isEmpty() || fragmentShaderFile.isEmpty())
  24. {
  25. SPDLOG_ERROR("顶点着色器或片段着色器文件为空");
  26. return false;
  27. }
  28. /* 打开文件 */
  29. QFile vertexFile(vertexShaderFile);
  30. if (!vertexFile.open(QIODevice::ReadOnly))
  31. {
  32. SPDLOG_ERROR("Failed to open vertex shader file: {}", vertexShaderFile.toStdString());
  33. return false;
  34. }
  35. m_vertexShaderCode = vertexFile.readAll();
  36. vertexFile.close();
  37. if (m_vertexShaderCode.isEmpty())
  38. {
  39. SPDLOG_ERROR("Vertex shader file is empty: {}", vertexShaderFile.toStdString());
  40. return false;
  41. }
  42. /* 打开文件 */
  43. QFile fragmentFile(fragmentShaderFile);
  44. if (!fragmentFile.open(QIODevice::ReadOnly))
  45. {
  46. SPDLOG_ERROR("Failed to open fragment shader file: {}", fragmentShaderFile.toStdString());
  47. return false;
  48. }
  49. m_fragmentShaderCode = fragmentFile.readAll();
  50. fragmentFile.close();
  51. if (m_fragmentShaderCode.isEmpty())
  52. {
  53. SPDLOG_ERROR("Fragment shader file is empty: {}", fragmentShaderFile.toStdString());
  54. return false;
  55. }
  56. return true;
  57. }
  58. /* 编译着色器程序 */
  59. bool ShaderBase::compileShader()
  60. {
  61. if(m_vertexShaderCode.isEmpty() || m_fragmentShaderCode.isEmpty()) {
  62. SPDLOG_ERROR("顶点着色器或片段着色器文件为空");
  63. return false;
  64. }
  65. /* 编译顶点着色器 */
  66. QOpenGLShader* vertexShader = new QOpenGLShader(QOpenGLShader::Vertex);
  67. if(!vertexShader->compileSourceCode(m_vertexShaderCode))
  68. {
  69. SPDLOG_ERROR("编译顶点着色器错误: {}", vertexShader->log().toStdString());
  70. return false;
  71. }
  72. /* 编译片段着色器 */
  73. QOpenGLShader* fragmentShader = new QOpenGLShader(QOpenGLShader::Fragment);
  74. if(!fragmentShader->compileSourceCode(m_fragmentShaderCode))
  75. {
  76. SPDLOG_ERROR("编译片段着色器错误: {}", fragmentShader->log().toStdString());
  77. return false;
  78. }
  79. /* 创建着色器程序对象 */
  80. m_shaderProgramObj = new QOpenGLShaderProgram();
  81. /* 添加顶点着色器和片段着色器 */
  82. m_shaderProgramObj->addShader(vertexShader);
  83. m_shaderProgramObj->addShader(fragmentShader);
  84. /* 链接着色器程序 */
  85. if (!m_shaderProgramObj->link()) {
  86. SPDLOG_ERROR("Failed to link shader program: {}", m_shaderProgramObj->log().toStdString());
  87. return false;
  88. }
  89. /* 检查链接错误 */
  90. if (m_shaderProgramObj->log().contains("ERROR")) {
  91. SPDLOG_ERROR("Shader program link error: {}", m_shaderProgramObj->log().toStdString());
  92. return false;
  93. }
  94. /* 删除着色器对象 */
  95. delete vertexShader;
  96. vertexShader = nullptr;
  97. delete fragmentShader;
  98. fragmentShader = nullptr;
  99. return true;
  100. }
  101. /**
  102. * @brief 创建纹理,可以显式的指定纹理单元编号,返回纹理单元编号,创建失败则返回的是
  103. *
  104. * @param uniformName
  105. * @param textureUnit 如果不指定或者小于0,则会自动分配纹理单元编号
  106. * @return int -1,创建失败,>0,创建成功
  107. */
  108. int ShaderBase::createTexture(const QString uniformName, int textureUnit)
  109. {
  110. GLint maxTextureUnits = 0;
  111. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  112. if(textureUnit > maxTextureUnits)
  113. {
  114. SPDLOG_ERROR("纹理单元编号:{}已超过支持的最大单元数目:{}", textureUnit, maxTextureUnits);
  115. return -1;
  116. }
  117. /* 制定了单元编号,先查重 */
  118. int texUnit = textureUnit;
  119. if(texUnit >= 0)
  120. {
  121. for(auto it = m_mapTexture.begin(); it != m_mapTexture.end(); ++it)
  122. {
  123. if(it.key() == texUnit)
  124. {
  125. if(it->first == uniformName)
  126. {
  127. SPDLOG_WARN("纹理单元编号:{},名称:{} 已存在", texUnit, uniformName.toStdString());
  128. return texUnit;
  129. } else
  130. {
  131. /* 删除该纹理单元 */
  132. SPDLOG_WARN("纹理单元编号:{},名称:{} 已存在,将被替换为名称:{}", texUnit, it->first.toStdString(), uniformName.toStdString());
  133. if(it->second != nullptr)
  134. {
  135. it->second->destroy();
  136. delete it->second;
  137. it->second = nullptr;
  138. }
  139. m_mapTexture.erase(it); // 删除该纹理单元
  140. break; // 退出循环
  141. }
  142. }
  143. }
  144. }else
  145. {
  146. /* 没有分配编号,手动分配 */
  147. texUnit = 0;
  148. for(int i = 0; i < maxTextureUnits; i++)
  149. {
  150. if(!m_mapTexture.contains(i))
  151. {
  152. texUnit = i;
  153. break;
  154. }
  155. }
  156. }
  157. QOpenGLTexture* texture = new QOpenGLTexture(QOpenGLTexture::Target2D);
  158. /* 设置纹理参数 */
  159. texture->setWrapMode(QOpenGLTexture::Repeat); // S轴环绕方式
  160. texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear); // 纹理缩小过滤方式
  161. texture->setMagnificationFilter(QOpenGLTexture::Linear); // 纹理放大过滤方式
  162. printGLerror("ShaderBase::createTextureFile");
  163. /* 将纹理存储到数组中 */
  164. m_mapTexture.insert(texUnit, QPair<QString, QOpenGLTexture*>(uniformName, texture));
  165. return texUnit;
  166. }
  167. // /* 初始化纹理,直接传入图片 */
  168. // bool ShaderBase::createTexture(const QImage &image, const QString uniformName)
  169. // {
  170. // if(image.isNull()) {
  171. // SPDLOG_WARN("Texture Image is null");
  172. // return false;
  173. // }
  174. // QOpenGLTexture* texture = new QOpenGLTexture(QOpenGLTexture::Target2D);
  175. // texture->setSize(image.width(), image.height(), 1); // 设置纹理大小
  176. // texture->setFormat(QOpenGLTexture::RGBA8_UNorm); // 设置纹理格式
  177. // texture->allocateStorage(); // 分配纹理存储空间
  178. // texture->setData(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, image.convertToFormat(QImage::Format_RGBA8888).bits()); // 设置纹理数据
  179. // /* 设置纹理参数 */
  180. // texture->setWrapMode(QOpenGLTexture::Repeat); // S轴环绕方式
  181. // texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear); // 纹理缩小过滤方式
  182. // texture->setMagnificationFilter(QOpenGLTexture::Linear); // 纹理放大过滤方式
  183. // texture->generateMipMaps(); // 生成多级渐远纹理
  184. // printGLerror("ShaderBase::createTextureImage");
  185. // /* 将纹理存储到数组中 */
  186. // m_listTexture.push_back(QPair<QString, QOpenGLTexture*>(uniformName, texture));
  187. // return true;
  188. // }
  189. /* 清空纹理 */
  190. void ShaderBase::clearTexture()
  191. {
  192. for(auto& it : m_mapTexture)
  193. {
  194. if(it.second != nullptr)
  195. {
  196. it.second->destroy();
  197. delete it.second;
  198. it.second = nullptr;
  199. }
  200. }
  201. m_mapTexture.clear();
  202. }
  203. /* 使用着色器 */
  204. void ShaderBase::useShader()
  205. {
  206. if (m_shaderProgramObj == nullptr) {
  207. SPDLOG_ERROR("Shader program object is null");
  208. return;
  209. }
  210. /* 使用着色器程序 */
  211. m_shaderProgramObj->bind();
  212. /* 使用纹理 */
  213. if(m_mapTexture.size() > 0)
  214. {
  215. for (auto it = m_mapTexture.begin(); it != m_mapTexture.end(); ++it)
  216. {
  217. it->second->bind(it.key());
  218. /* 绑定纹理 */
  219. int location = m_shaderProgramObj->uniformLocation(it->first);
  220. if (location < 0) {
  221. SPDLOG_ERROR("Failed to get uniform location for texture: {}", it->first.toStdString());
  222. continue;
  223. }
  224. /* 设置纹理单元 */
  225. m_shaderProgramObj->setUniformValue(location, it.key());
  226. }
  227. }
  228. }
  229. /* 打印OpenGL错误 */
  230. void ShaderBase::printGLerror(const std::string functionName)
  231. {
  232. GLenum error = glGetError();
  233. if (error == GL_NO_ERROR) {
  234. return;
  235. }
  236. /* 打印出字符串 */
  237. std::string errorString;
  238. switch (error)
  239. {
  240. case GL_INVALID_ENUM:
  241. errorString = "GL_INVALID_ENUM";
  242. break;
  243. case GL_INVALID_VALUE:
  244. errorString = "GL_INVALID_VALUE";
  245. break;
  246. case GL_INVALID_OPERATION:
  247. errorString = "GL_INVALID_OPERATION";
  248. break;
  249. case GL_STACK_OVERFLOW:
  250. SPDLOG_ERROR("GL_STACK_OVERFLOW");
  251. break;
  252. case GL_STACK_UNDERFLOW:
  253. SPDLOG_ERROR("GL_STACK_UNDERFLOW");
  254. break;
  255. case GL_OUT_OF_MEMORY:
  256. SPDLOG_ERROR("GL_OUT_OF_MEMORY");
  257. break;
  258. default:
  259. SPDLOG_ERROR("Unknown OpenGL error: 0x{:X}", error);
  260. break;
  261. }
  262. SPDLOG_ERROR("OpenGL error in {}: 0x{:X}, {}", functionName, error, errorString);
  263. }