Shader stuff.
This commit is contained in:
@@ -109,6 +109,7 @@
|
||||
<ClInclude Include="glerror.h" />
|
||||
<ClInclude Include="Model.h" />
|
||||
<ClInclude Include="Renderer\Renderer.h" />
|
||||
<ClInclude Include="ShaderProgram.h" />
|
||||
<ClInclude Include="Systems\InputSystem.h" />
|
||||
<ClInclude Include="System.h" />
|
||||
<ClInclude Include="Systems\CollisionSystem.h" />
|
||||
|
||||
@@ -61,6 +61,7 @@
|
||||
<ClInclude Include="Components\TransformComponent.h">
|
||||
<Filter>Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ShaderProgram.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shaders\Fragment.glsl">
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
Renderer::Renderer()
|
||||
{
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void Renderer::Draw()
|
||||
@@ -10,7 +10,7 @@ void Renderer::Draw()
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
m_ShaderProgram->Bind();
|
||||
}
|
||||
|
||||
void Renderer::DrawText()
|
||||
@@ -32,65 +32,7 @@ void Renderer::AddObjectToDraw()
|
||||
|
||||
void Renderer::LoadContent()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
LOG_INFO("Compiling Shader");
|
||||
|
||||
GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, "Shaders/Vertex.glsl");
|
||||
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, "Shaders\Fragment.glsl");
|
||||
|
||||
shaderProgram = glCreateProgram();
|
||||
glAttachShader(shaderProgram, vertexShader);
|
||||
glAttachShader(shaderProgram, fragmentShader);
|
||||
LOG_INFO("Linking shader program...");
|
||||
glLinkProgram(shaderProgram);
|
||||
if(GLERROR("glLinkProgram"))
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
|
||||
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
|
||||
m_ShaderProgram->Link();
|
||||
}
|
||||
|
||||
GLuint Renderer::CompileShader(GLenum shaderType, std::string fileName)
|
||||
{
|
||||
std::string shaderFile;
|
||||
std::ifstream in(fileName, std::ios::in);
|
||||
|
||||
if(!in)
|
||||
{
|
||||
LOG_ERROR("Error: Failed to open shader file %s", fileName);
|
||||
return 0;
|
||||
}
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
|
||||
GLuint shader = glCreateShader(shaderType); //GL_VERTEX_SHADER, GL_FRAGMENT_SHADER
|
||||
if(GLERROR("glCreateShader"))
|
||||
return 0;
|
||||
|
||||
const GLchar* shaderFiles = shaderFile.c_str();
|
||||
const GLint length = shaderFile.length();
|
||||
glShaderSource(shader, 1, &shaderFiles, &length);
|
||||
if(GLERROR("glShaderSource"))
|
||||
return 0;
|
||||
|
||||
glCompileShader(shader);
|
||||
GLint compileStatus;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
|
||||
if(compileStatus != GL_TRUE)
|
||||
{
|
||||
GLsizei infoLogLength;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
|
||||
GLchar* infolog = new GLchar[infoLogLength];
|
||||
glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
|
||||
std::cerr << infolog << std::endl;
|
||||
delete[] infolog;
|
||||
}
|
||||
|
||||
if(GLERROR("glCompileShader"))
|
||||
return 0;
|
||||
|
||||
return shader;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -16,12 +16,12 @@
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "glerror.h"
|
||||
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
GLuint shaderProgram;
|
||||
std::shared_ptr<ShaderProgram> m_ShaderProgram;
|
||||
GLuint VAO;
|
||||
|
||||
std::vector<std::vector<float>> Vertices;
|
||||
|
||||
@@ -0,0 +1,189 @@
|
||||
#ifndef ShaderProgram_h__
|
||||
#define ShaderProgram_h__
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#include <GL/glew.h>
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glext.h>
|
||||
|
||||
#include "glerror.h"
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
static GLuint CompileShader(GLenum shaderType, std::string fileName)
|
||||
{
|
||||
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
|
||||
|
||||
std::string shaderFile;
|
||||
std::ifstream in(fileName, std::ios::in);
|
||||
if(!in)
|
||||
{
|
||||
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
|
||||
return 0;
|
||||
}
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
|
||||
GLuint shader = glCreateShader(shaderType);
|
||||
if(GLERROR("glCreateShader"))
|
||||
return 0;
|
||||
|
||||
const GLchar* shaderFiles = shaderFile.c_str();
|
||||
const GLint length = shaderFile.length();
|
||||
glShaderSource(shader, 1, &shaderFiles, &length);
|
||||
if(GLERROR("glShaderSource"))
|
||||
return 0;
|
||||
|
||||
glCompileShader(shader);
|
||||
|
||||
GLint compileStatus;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
|
||||
if(compileStatus != GL_TRUE)
|
||||
{
|
||||
LOG_ERROR("Shader compilation failed");
|
||||
GLsizei infoLogLength;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
|
||||
GLchar* infolog = new GLchar[infoLogLength];
|
||||
glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
|
||||
LOG_ERROR(infolog);
|
||||
delete[] infolog;
|
||||
}
|
||||
|
||||
if(GLERROR("glCompileShader"))
|
||||
return 0;
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
Shader(GLenum shaderType, std::string fileName)
|
||||
: m_ShaderType(shaderType), m_FileName(fileName)
|
||||
{
|
||||
m_ShaderHandle = 0;
|
||||
}
|
||||
|
||||
virtual ~Shader()
|
||||
{
|
||||
glDeleteShader(m_ShaderHandle);
|
||||
}
|
||||
|
||||
GLuint Compile()
|
||||
{
|
||||
m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
|
||||
return m_ShaderHandle;
|
||||
}
|
||||
|
||||
GLenum GetType() const { return m_ShaderType; }
|
||||
std::string GetFileName() const { return m_FileName; }
|
||||
GLuint GetHandle() const { return m_ShaderHandle; }
|
||||
bool IsCompiled() const { return m_ShaderHandle != 0; }
|
||||
|
||||
protected:
|
||||
GLenum m_ShaderType;
|
||||
std::string m_FileName;
|
||||
GLint m_ShaderHandle;
|
||||
};
|
||||
|
||||
template <int SHADERTYPE>
|
||||
class ShaderType : public Shader
|
||||
{
|
||||
public:
|
||||
ShaderType(std::string fileName)
|
||||
: Shader(SHADERTYPE, fileName) { }
|
||||
};
|
||||
|
||||
class VertexShader : public ShaderType<GL_VERTEX_SHADER>
|
||||
{
|
||||
public:
|
||||
VertexShader(std::string fileName)
|
||||
: ShaderType(fileName) { }
|
||||
};
|
||||
|
||||
class FragmentShader : public ShaderType<GL_FRAGMENT_SHADER>
|
||||
{
|
||||
public:
|
||||
FragmentShader(std::string fileName)
|
||||
: ShaderType(fileName) { }
|
||||
};
|
||||
|
||||
class GeometryShader : public ShaderType<GL_GEOMETRY_SHADER>
|
||||
{
|
||||
public:
|
||||
GeometryShader(std::string fileName)
|
||||
: ShaderType(fileName) { }
|
||||
};
|
||||
|
||||
class ShaderProgram
|
||||
{
|
||||
public:
|
||||
ShaderProgram()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
ShaderProgram(std::string vertexShaderFile, std::string fragmentShaderFile)
|
||||
{
|
||||
AddShader(std::unique_ptr<Shader>(new VertexShader(vertexShaderFile)));
|
||||
AddShader(std::unique_ptr<Shader>(new VertexShader(fragmentShaderFile)));
|
||||
Initialize();
|
||||
}
|
||||
|
||||
void AddShader(std::unique_ptr<Shader> shader)
|
||||
{
|
||||
if (!shader->IsCompiled()) {
|
||||
shader->Compile();
|
||||
}
|
||||
|
||||
m_Shaders.push_back(std::move(shader));
|
||||
}
|
||||
|
||||
GLuint Link()
|
||||
{
|
||||
LOG_INFO("Linking shader program");
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
for (auto &shader : m_Shaders) {
|
||||
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
|
||||
}
|
||||
glLinkProgram(m_ShaderProgramHandle);
|
||||
if (GLERROR("glLinkProgram"))
|
||||
return 0;
|
||||
|
||||
for (auto &shader : m_Shaders) {
|
||||
shader.release();
|
||||
}
|
||||
m_Shaders.clear();
|
||||
}
|
||||
|
||||
void Bind()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
return;
|
||||
|
||||
glActiveShaderProgram(0, m_ShaderProgramHandle);
|
||||
}
|
||||
|
||||
void Unbind()
|
||||
{
|
||||
glActiveShaderProgram(0, 0);
|
||||
}
|
||||
|
||||
private:
|
||||
GLuint m_ShaderProgramHandle;
|
||||
std::vector<std::unique_ptr<Shader>> m_Shaders;
|
||||
|
||||
void Initialize()
|
||||
{
|
||||
m_ShaderProgramHandle = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif // ShaderProgram_h__
|
||||
@@ -0,0 +1,18 @@
|
||||
#version 440
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform sampler2D texture0;
|
||||
|
||||
in VertexData {
|
||||
vec3 Position;
|
||||
vec3 Color;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture2D(texture0, Input.TextureCoord);
|
||||
FragmentColor = texel * vec4(Input.Color, 0);
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 440
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec2 TextureCoord;
|
||||
|
||||
out VertexData {
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.Normal = Normal;
|
||||
Output.TextureCoord = TextureCoord;
|
||||
}
|
||||
Reference in New Issue
Block a user