123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294 |
- #include "ShaderBase.h"
- #include <QString>
- #include <QImage>
- #include <QFile>
- #include <QOpenGLWidget>
- #include <QOpenGLFunctions_3_3_Core>
- #include <QTextStream>
- #include "spdlog/spdlog.h"
- ShaderBase::ShaderBase()
- {
- }
- ShaderBase::~ShaderBase()
- {
- clearTexture();
-
- if(m_shaderProgramObj != nullptr) {
- delete m_shaderProgramObj;
- m_shaderProgramObj = nullptr;
- }
- }
- /* 初始化Shader,第一个是定点着色器,第二个是片段着色器 */
- bool ShaderBase::loadShaderCode(const QString &vertexShaderFile, const QString &fragmentShaderFile)
- {
- if(vertexShaderFile.isEmpty() || fragmentShaderFile.isEmpty())
- {
- SPDLOG_ERROR("顶点着色器或片段着色器文件为空");
- return false;
- }
- /* 打开文件 */
- QFile vertexFile(vertexShaderFile);
- if (!vertexFile.open(QIODevice::ReadOnly))
- {
- SPDLOG_ERROR("Failed to open vertex shader file: {}", vertexShaderFile.toStdString());
- return false;
- }
- m_vertexShaderCode = vertexFile.readAll();
- vertexFile.close();
- if (m_vertexShaderCode.isEmpty())
- {
- SPDLOG_ERROR("Vertex shader file is empty: {}", vertexShaderFile.toStdString());
- return false;
- }
- /* 打开文件 */
- QFile fragmentFile(fragmentShaderFile);
- if (!fragmentFile.open(QIODevice::ReadOnly))
- {
- SPDLOG_ERROR("Failed to open fragment shader file: {}", fragmentShaderFile.toStdString());
- return false;
- }
- m_fragmentShaderCode = fragmentFile.readAll();
- fragmentFile.close();
- if (m_fragmentShaderCode.isEmpty())
- {
- SPDLOG_ERROR("Fragment shader file is empty: {}", fragmentShaderFile.toStdString());
- return false;
- }
- return true;
- }
- /* 编译着色器程序 */
- bool ShaderBase::compileShader()
- {
- if(m_vertexShaderCode.isEmpty() || m_fragmentShaderCode.isEmpty()) {
- SPDLOG_ERROR("顶点着色器或片段着色器文件为空");
- return false;
- }
- /* 编译顶点着色器 */
- QOpenGLShader* vertexShader = new QOpenGLShader(QOpenGLShader::Vertex);
- if(!vertexShader->compileSourceCode(m_vertexShaderCode))
- {
- SPDLOG_ERROR("编译顶点着色器错误: {}", vertexShader->log().toStdString());
- return false;
- }
- /* 编译片段着色器 */
- QOpenGLShader* fragmentShader = new QOpenGLShader(QOpenGLShader::Fragment);
- if(!fragmentShader->compileSourceCode(m_fragmentShaderCode))
- {
- SPDLOG_ERROR("编译片段着色器错误: {}", fragmentShader->log().toStdString());
- return false;
- }
- /* 创建着色器程序对象 */
- m_shaderProgramObj = new QOpenGLShaderProgram();
- /* 添加顶点着色器和片段着色器 */
- m_shaderProgramObj->addShader(vertexShader);
- m_shaderProgramObj->addShader(fragmentShader);
- /* 链接着色器程序 */
- if (!m_shaderProgramObj->link()) {
- SPDLOG_ERROR("Failed to link shader program: {}", m_shaderProgramObj->log().toStdString());
- return false;
- }
- /* 检查链接错误 */
- if (m_shaderProgramObj->log().contains("ERROR")) {
- SPDLOG_ERROR("Shader program link error: {}", m_shaderProgramObj->log().toStdString());
- return false;
- }
- /* 删除着色器对象 */
- delete vertexShader;
- vertexShader = nullptr;
- delete fragmentShader;
- fragmentShader = nullptr;
- return true;
- }
- /**
- * @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
- *
- * @param uniformName
- * @param textureUnit 如果不指定或者小于0,则会自动分配纹理单元编号
- * @return int -1,创建失败,>0,创建成功
- */
- int ShaderBase::createTexture(const QString uniformName, int textureUnit)
- {
- GLint maxTextureUnits = 0;
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
- if(textureUnit > maxTextureUnits)
- {
- SPDLOG_ERROR("纹理单元编号:{}已超过支持的最大单元数目:{}", textureUnit, maxTextureUnits);
- return -1;
- }
- /* 制定了单元编号,先查重 */
- int texUnit = textureUnit;
- if(texUnit >= 0)
- {
- for(auto it = m_mapTexture.begin(); it != m_mapTexture.end(); ++it)
- {
- if(it.key() == texUnit)
- {
- if(it->first == uniformName)
- {
- SPDLOG_WARN("纹理单元编号:{},名称:{} 已存在", texUnit, uniformName.toStdString());
- return texUnit;
- } else
- {
- /* 删除该纹理单元 */
- 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());
- if(it->second != nullptr)
- {
- it->second->destroy();
- delete it->second;
- it->second = nullptr;
- }
- m_mapTexture.erase(it); // 删除该纹理单元
- break; // 退出循环
- }
- }
- }
- }else
- {
- /* 没有分配编号,手动分配 */
- texUnit = 0;
- for(int i = 0; i < maxTextureUnits; i++)
- {
- if(!m_mapTexture.contains(i))
- {
- texUnit = i;
- break;
- }
- }
- }
- QOpenGLTexture* texture = new QOpenGLTexture(QOpenGLTexture::Target2D);
- /* 设置纹理参数 */
- texture->setWrapMode(QOpenGLTexture::Repeat); // S轴环绕方式
- texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear); // 纹理缩小过滤方式
- texture->setMagnificationFilter(QOpenGLTexture::Linear); // 纹理放大过滤方式
-
- printGLerror("ShaderBase::createTextureFile");
- /* 将纹理存储到数组中 */
- m_mapTexture.insert(texUnit, QPair<QString, QOpenGLTexture*>(uniformName, texture));
- return texUnit;
- }
- // /* 初始化纹理,直接传入图片 */
- // bool ShaderBase::createTexture(const QImage &image, const QString uniformName)
- // {
- // if(image.isNull()) {
- // SPDLOG_WARN("Texture Image is null");
- // return false;
- // }
- // QOpenGLTexture* texture = new QOpenGLTexture(QOpenGLTexture::Target2D);
- // texture->setSize(image.width(), image.height(), 1); // 设置纹理大小
- // texture->setFormat(QOpenGLTexture::RGBA8_UNorm); // 设置纹理格式
- // texture->allocateStorage(); // 分配纹理存储空间
- // texture->setData(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8, image.convertToFormat(QImage::Format_RGBA8888).bits()); // 设置纹理数据
- // /* 设置纹理参数 */
- // texture->setWrapMode(QOpenGLTexture::Repeat); // S轴环绕方式
- // texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear); // 纹理缩小过滤方式
- // texture->setMagnificationFilter(QOpenGLTexture::Linear); // 纹理放大过滤方式
-
-
- // texture->generateMipMaps(); // 生成多级渐远纹理
- // printGLerror("ShaderBase::createTextureImage");
- // /* 将纹理存储到数组中 */
- // m_listTexture.push_back(QPair<QString, QOpenGLTexture*>(uniformName, texture));
- // return true;
- // }
- /* 清空纹理 */
- void ShaderBase::clearTexture()
- {
- for(auto& it : m_mapTexture)
- {
- if(it.second != nullptr)
- {
- it.second->destroy();
- delete it.second;
- it.second = nullptr;
- }
- }
- m_mapTexture.clear();
- }
- /* 使用着色器 */
- void ShaderBase::useShader()
- {
- if (m_shaderProgramObj == nullptr) {
- SPDLOG_ERROR("Shader program object is null");
- return;
- }
- /* 使用着色器程序 */
- m_shaderProgramObj->bind();
- /* 使用纹理 */
- if(m_mapTexture.size() > 0)
- {
- for (auto it = m_mapTexture.begin(); it != m_mapTexture.end(); ++it)
- {
- it->second->bind(it.key());
- /* 绑定纹理 */
- int location = m_shaderProgramObj->uniformLocation(it->first);
- if (location < 0) {
- SPDLOG_ERROR("Failed to get uniform location for texture: {}", it->first.toStdString());
- continue;
- }
- /* 设置纹理单元 */
- m_shaderProgramObj->setUniformValue(location, it.key());
- }
- }
- }
- /* 打印OpenGL错误 */
- void ShaderBase::printGLerror(const std::string functionName)
- {
- GLenum error = glGetError();
- if (error == GL_NO_ERROR) {
- return;
- }
- /* 打印出字符串 */
- std::string errorString;
- switch (error)
- {
- case GL_INVALID_ENUM:
- errorString = "GL_INVALID_ENUM";
- break;
- case GL_INVALID_VALUE:
- errorString = "GL_INVALID_VALUE";
- break;
- case GL_INVALID_OPERATION:
- errorString = "GL_INVALID_OPERATION";
- break;
- case GL_STACK_OVERFLOW:
- SPDLOG_ERROR("GL_STACK_OVERFLOW");
- break;
- case GL_STACK_UNDERFLOW:
- SPDLOG_ERROR("GL_STACK_UNDERFLOW");
- break;
- case GL_OUT_OF_MEMORY:
- SPDLOG_ERROR("GL_OUT_OF_MEMORY");
- break;
- default:
- SPDLOG_ERROR("Unknown OpenGL error: 0x{:X}", error);
- break;
- }
- SPDLOG_ERROR("OpenGL error in {}: 0x{:X}, {}", functionName, error, errorString);
-
- }
|