Set up Renderer base and shader compilation
This commit is contained in:
@@ -0,0 +1,23 @@
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#ifndef Renderer_h__
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#define Renderer_h__
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#include <sstream>
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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class Renderer : public IRenderer
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{
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public:
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virtual void Initialize() override;
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virtual void Draw(RenderQueueCollection& rq) override;
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private:
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void InitializeWindow();
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void InitializeShaders();
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ShaderProgram m_BasicForwardProgram;
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};
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#endif
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@@ -0,0 +1,91 @@
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#include <string>
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#include "../Core/Util/Logging.h"
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// OpenGL
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#include <GL/glew.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <glext.h>
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#include "Util/GLError.h"
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#include <fstream>
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#include <vector>
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class Shader
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{
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public:
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static GLuint CompileShader(GLenum shaderType, std::string fileName);
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Shader(GLenum shaderType, std::string fileName);
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virtual ~Shader();
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GLuint Compile();
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GLenum GetType() const;
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std::string GetFileName() const;
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GLuint GetHandle() const;
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bool IsCompiled() const;
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protected:
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GLenum m_ShaderType;
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std::string m_FileName;
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GLint m_ShaderHandle;
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};
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template <int SHADERTYPE>
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class ShaderType : public Shader
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{
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public:
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ShaderType(std::string fileName)
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: Shader(SHADERTYPE, fileName) { }
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};
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class VertexShader : public ShaderType<GL_VERTEX_SHADER>
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{
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public:
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VertexShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class FragmentShader : public ShaderType<GL_FRAGMENT_SHADER>
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{
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public:
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FragmentShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class GeometryShader : public ShaderType<GL_GEOMETRY_SHADER>
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{
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public:
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GeometryShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class ComputeShader : public ShaderType<GL_COMPUTE_SHADER>
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{
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public:
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ComputeShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class ShaderProgram
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{
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public:
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ShaderProgram()
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: m_ShaderProgramHandle(0) { }
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~ShaderProgram();
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void AddShader(std::shared_ptr<Shader> shader);
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void Compile();
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GLuint Link();
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GLuint GetHandle();
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void Bind();
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void Unbind();
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private:
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GLuint m_ShaderProgramHandle;
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std::vector<std::shared_ptr<Shader>> m_Shaders;
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};
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+1
-1
@@ -5,7 +5,7 @@
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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#include "Rendering/DummyRenderer.h"
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#include "Rendering/Renderer.h"
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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@@ -0,0 +1,25 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform sampler2D texture0;
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in VertexData{
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vec3 VertexPosition;
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vec3 Normal;
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vec2 TextureCoordinate;
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} Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel = texture2D(texture0, Input.TextureCoordinate);
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fragmentColor = texel;
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}
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@@ -0,0 +1,24 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec2 TextureCoord;
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layout(location = 2) in vec3 Normal;
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out VertexData{
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vec3 VertexPosition;
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vec3 Normal;
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vec2 TextureCoordinate;
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} Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.VertexPosition = Position;
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Output.TextureCoordinate = TextureCoord;
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Output.Normal = Normal;
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}
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@@ -0,0 +1,73 @@
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#include "Rendering/Renderer.h"
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void Renderer::Initialize()
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{
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InitializeWindow();
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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}
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void Renderer::InitializeWindow()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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GLFWmonitor* monitor = nullptr;
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if (m_Fullscreen) {
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monitor = glfwGetPrimaryMonitor();
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}
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//glfwWindowHint(GLFW_SAMPLES, 8);
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m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
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m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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}
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void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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}
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(m_Window);
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}
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@@ -0,0 +1,153 @@
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#include "Rendering/ShaderProgram.h"
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GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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{
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LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
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std::string shaderFile;
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std::ifstream in(fileName, std::ios::in);
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if (!in) {
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LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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return 0;
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}
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in.seekg(0, std::ios::end);
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shaderFile.resize((int)in.tellg());
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in.seekg(0, std::ios::beg);
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in.read(&shaderFile[0], shaderFile.size());
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in.close();
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GLuint shader = glCreateShader(shaderType);
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if (GLERROR("glCreateShader"))
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return 0;
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const GLchar* shaderFiles = shaderFile.c_str();
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const GLint length = shaderFile.length();
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glShaderSource(shader, 1, &shaderFiles, &length);
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if (GLERROR("glShaderSource"))
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return 0;
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glCompileShader(shader);
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GLint compileStatus;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE) {
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LOG_ERROR("Shader compilation failed");
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GLsizei infoLogLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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GLchar* infolog = new GLchar[infoLogLength];
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glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
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LOG_ERROR(infolog);
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delete[] infolog;
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}
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if (GLERROR("glCompileShader"))
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return 0;
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return shader;
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}
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Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
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{
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m_ShaderHandle = 0;
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}
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Shader::~Shader()
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{
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if (m_ShaderHandle != 0) {
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glDeleteShader(m_ShaderHandle);
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}
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}
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GLuint Shader::Compile()
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{
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m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
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return m_ShaderHandle;
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}
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GLenum Shader::GetType() const
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{
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return m_ShaderType;
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}
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std::string Shader::GetFileName() const
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{
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return m_FileName;
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}
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GLuint Shader::GetHandle() const
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{
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return m_ShaderHandle;
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}
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bool Shader::IsCompiled() const
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{
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return m_ShaderHandle != 0;
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}
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ShaderProgram::~ShaderProgram()
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{
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if (m_ShaderProgramHandle != 0) {
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glDeleteProgram(m_ShaderProgramHandle);
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}
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}
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void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
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{
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m_Shaders.push_back(shader);
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}
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void ShaderProgram::Compile()
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{
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if (m_ShaderProgramHandle == 0)
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{
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m_ShaderProgramHandle = glCreateProgram();
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}
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for (auto &shader : m_Shaders)
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{
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if (!shader->IsCompiled())
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{
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shader->Compile();
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}
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}
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}
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GLuint ShaderProgram::Link()
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{
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if (m_Shaders.size() == 0)
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{
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LOG_ERROR("Failed to link shader program: No shaders bound");
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return 0;
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}
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LOG_INFO("Linking shader program");
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for (auto &shader : m_Shaders)
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{
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glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
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}
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glLinkProgram(m_ShaderProgramHandle);
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if (GLERROR("glLinkProgram"))
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return 0;
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m_Shaders.clear();
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return m_ShaderProgramHandle;
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}
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GLuint ShaderProgram::GetHandle()
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{
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return m_ShaderProgramHandle;
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}
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void ShaderProgram::Bind()
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{
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if (m_ShaderProgramHandle == 0)
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return;
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glUseProgram(m_ShaderProgramHandle);
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}
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void ShaderProgram::Unbind()
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{
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glActiveShaderProgram(0, 0);
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}
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+1
-1
@@ -11,7 +11,7 @@ Game::Game(int argc, char* argv[])
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m_EventBroker = new EventBroker();
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// Create the renderer
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m_Renderer = new DummyRenderer();
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m_Renderer = new Renderer();
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle(
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