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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Building a C++ shader program class


If you are using C++, it can be very convenient to create classes to encapsulate some of the OpenGL objects. A prime example is the shader program object. In this recipe, we'll look at a design for a C++ class that can be used to manage a shader program.

Getting ready

There's not much to prepare for with this one; you just need a build environment that supports C++. Also, I'll assume that you are using GLM for matrix and vector support; if not, just leave out the functions involving the GLM classes.

How to do it...

First, we'll use a custom exception class for errors that might occur during compilation or linking:

class GLSLProgramException : public std::runtime_error { 
public: 
  GLSLProgramException( const string & msg ) : 
       std::runtime_error(msg) { } 
};

We'll use enum for the various shader types:

namespace GLSLShader { 
  enum GLSLShaderType { 
        VERTEX = GL_VERTEX_SHADER,  
        FRAGMENT = GL_FRAGMENT_SHADER,  
        GEOMETRY = GL_GEOMETRY_SHADER...
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