Shader stuff.

This commit is contained in:
2014-03-06 17:31:21 +01:00
parent 5608fb58da
commit 5a15491573
7 changed files with 238 additions and 65 deletions
+1
View File
@@ -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">
+5 -63
View File
@@ -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;
}
+2 -2
View File
@@ -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;
+189
View File
@@ -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__
+18
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@@ -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);
}
+22
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@@ -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;
}