feat: working shader class

This commit is contained in:
Krzysztof Rudnicki 2022-12-11 18:49:16 +01:00
parent 4205679da3
commit 725346d6f8
14 changed files with 185 additions and 209 deletions

11
.vscode/settings.json vendored
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@ -79,10 +79,19 @@
"ratio": "cpp",
"compare": "cpp",
"concepts": "cpp",
"numbers": "cpp"
"numbers": "cpp",
"hash_map": "cpp",
"condition_variable": "cpp",
"list": "cpp",
"map": "cpp",
"mutex": "cpp",
"semaphore": "cpp",
"stop_token": "cpp",
"thread": "cpp"
},
"C_Cpp.errorSquiggles": "Disabled",
"cSpell.words": [
"kuchy",
"VERTICE"
]
}

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@ -1,5 +0,0 @@
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

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@ -0,0 +1,6 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

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@ -1,5 +0,0 @@
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

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@ -0,0 +1,6 @@
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

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@ -37,7 +37,7 @@ GLFWwindow *createWindowObject()
// First two arguments are width and height
// Third is the name of the window
// We ignore last two
GLFWwindow *window = glfwCreateWindow(constants::MAIN_WINDOW_WIDTH, constants::MAIN_WINDOW_HEIGHT, constants::MAIN_WINDOW_NAME, NULL, NULL);
GLFWwindow *window = glfwCreateWindow(constants::MAIN_WINDOW_WIDTH, constants::MAIN_WINDOW_HEIGHT, constants::MAIN_WINDOW_NAME, nullptr, nullptr);
return window;
}
@ -78,7 +78,7 @@ GLFWwindow *prepareForRender()
GLFWwindow *window = createWindowObject();
// function returns GLFWWindow object
if (window == NULL)
if (window == nullptr)
{
print("Failed to create GLFW window");
glfwTerminate();
@ -88,7 +88,7 @@ GLFWwindow *prepareForRender()
glfwMakeContextCurrent(window);
if (initializeGLAD() == -1)
return NULL;
return nullptr;
viewPort(window);
return window;
}

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@ -52,9 +52,9 @@ namespace constants
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0" } ;
inline const std::string VERTEX_SHADER_SOURCE_FILENAME {
"Engine/engine/Shaders/vertexShaderSource.vert"
inline const char* VERTEX_SHADER_SOURCE_FILENAME {
"./Shaders/vertexShaderSource.vs"
};
inline const char *VERTEX_SHADER_VERTICE_COLOR { "#version 330 core\n"
@ -100,8 +100,8 @@ namespace constants
"}\0"
};
inline const std::string FRAGMENT_SHADER_SOURCE_FILENAME {
"Engine/engine/Shaders/fragmentShaderSource.frag"
inline const char* FRAGMENT_SHADER_SOURCE_FILENAME {
"./Shaders/fragmentShaderSource.fs"
};

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@ -9,14 +9,14 @@
#include "shaders.hpp"
#include "constants.hpp"
#include "misc.hpp"
#include "shader.hpp"
#include "shader.h"
int drawFigure(const int whatToDraw)
{
switch (whatToDraw)
{
case 0:
return drawTriangle(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE, false);
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false);
case 1:
return drawSquare(constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
case 2:
@ -45,7 +45,19 @@ int drawFigure(const int whatToDraw)
}
}
int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const std::string vertexPath, const std::string fragmentPath, const bool colorIncluded)
unsigned int getShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
{
const std::pair<unsigned int, unsigned int> shaders = compileShaders(vertexShaderSource, fragmentShaderSource);
if (shaders.first == 0 || shaders.second == 0)
return 0;
const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
if (shaderProgram == 0)
return 0;
return shaderProgram;
}
int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded)
{
Shader ourShader(vertexPath, fragmentPath);
ourShader.use();
@ -59,16 +71,21 @@ int drawTriangleClass(const float triangleVertices[], const size_t triangleVerti
return 0;
}
unsigned int getShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded)
{
const std::pair<unsigned int, unsigned int> shaders = compileShaders(vertexShaderSource, fragmentShaderSource);
if (shaders.first == 0 || shaders.second == 0)
return 0;
const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
const unsigned int shaderProgram = getShaderProgram(vertexShaderSource, fragmentShaderSource);
if (shaderProgram == 0)
return 0;
return shaderProgram;
return -1;
const unsigned int vertexBufferObject = copyVerticesMemory(triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
const unsigned int vertexArrayObject = generateBindVAO();
copyVerticesArray(vertexBufferObject, triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
// set vertex attribute pointers
configureVertexAttribute(colorIncluded);
doDrawArrays(shaderProgram, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
return 0;
}
int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource)
@ -95,22 +112,7 @@ void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexA
glBindVertexArray(0);
}
int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded)
{
const unsigned int shaderProgram = getShaderProgram(vertexShaderSource, fragmentShaderSource);
if (shaderProgram == 0)
return -1;
const unsigned int vertexBufferObject = copyVerticesMemory(triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
const unsigned int vertexArrayObject = generateBindVAO();
copyVerticesArray(vertexBufferObject, triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
// set vertex attribute pointers
configureVertexAttribute(colorIncluded);
doDrawArrays(shaderProgram, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
return 0;
}
void updateUniformColor(const unsigned int shaderProgram, const GLchar* uniformName)
{

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@ -8,7 +8,7 @@ int drawFigure(const int whatToDraw);
int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource);
void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw);
int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded);
int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const std::string vertexPath, const std::string fragmentPath, const bool colorIncluded);
int drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded);
void updateUniformColor(const unsigned int shaderProgram, const GLchar* uniformName);
void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered );
unsigned int drawSquareShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource);

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@ -17,7 +17,7 @@ int main()
{
// changed in glfwWindowShouldClose
GLFWwindow *window = prepareForRender();
if (window == NULL)
if (window == nullptr)
return -1;
renderLoop(window);

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@ -1,158 +0,0 @@
#ifndef SHADER_CPP
#define SHADER_CPP
#include "shader.hpp"
#include "misc.hpp"
#include <glad/glad.h> // include glad to get all the required OpenGL headers
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
Shader::Shader(const std::string vertexPath, const std::string fragmentPath)
{
const char* vertexSource = this->readFile(vertexPath);
const char* shaderSource = this->readFile(fragmentPath);
const std::pair<unsigned int, unsigned int> shaders = this->compileShaders(vertexSource, shaderSource);
this->ID = this->linkShaderObjectsShaderProgram(shaders.first, shaders.second);
}
// use/activate the shader
void Shader::use()
{
glUseProgram(ID);
}
// utility uniform functions
void Shader::setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::shaderFailedMessage(const unsigned int shader, const bool compilation) const
{
char infoLog[512];
const size_t sizeOfInfoLog = sizeof(infoLog) / sizeof(infoLog[0]);
compilation ? glGetShaderInfoLog(shader, sizeOfInfoLog, NULL, infoLog)
: glGetProgramInfoLog(shader, sizeOfInfoLog, NULL, infoLog);
std::cout << "ERROR vertex shader compilation failed \n"
<< infoLog << std::endl;
}
int Shader::shaderSuccessful(const unsigned int shader, const bool compilation) const
{
// check if compilation was successful
// int because glGetShaderiv requires int
int success;
// here we store info about compilation
// check if compilation was successful
compilation ? glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
: glGetProgramiv(shader, GL_LINK_STATUS, &success);
// if not display compilation log
if (!success)
{
shaderFailedMessage(shader, compilation);
}
return success;
}
unsigned int Shader::compileShader(const GLenum shaderType, const char *shaderSource) const
{
// we create vertex shader and assign its id to shader variable
const unsigned int shaderID = glCreateShader(shaderType);
// attach shader source code to shader object
// from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as NULL)
glShaderSource(shaderID, 1, &shaderSource, NULL);
// compile shader
glCompileShader(shaderID);
if (!shaderSuccessful(shaderID, true))
return 0;
return shaderID;
}
const char* Shader::readFile(const std::string fileName) const
{
// 1. retrieve the vertex/fragment source code from filePath
std::string shaderCode;
std::ifstream shaderFile;
// ensure ifstream objects can throw exceptions:
shaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// open file
shaderFile.open(fileName);
std::stringstream shaderStream;
// read file buffer contents into streams
shaderStream << shaderFile.rdbuf();
// close file handlers
shaderFile.close();
// convert stream into string
shaderCode = shaderStream.str();
}
catch(std::ifstream::failure const& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
}
const char* vShaderCode = shaderCode.c_str();
return vShaderCode;
}
unsigned int Shader::linkShaderObjectsShaderProgram(const unsigned int vertexShaders, const unsigned int fragmentShader) const
{
// link shader objects into shader program
// will store shader program id
// creates program
const unsigned int programID = glCreateProgram();
// attachShaders
glAttachShader(programID, vertexShaders);
glAttachShader(programID, fragmentShader);
// link shaders
glLinkProgram(programID);
if (!shaderSuccessful(programID, false))
return 0;
// activate program
// after that every shader and rendering call will use this program object
glUseProgram(programID);
// delete shaders (they are linked into shaderProgram and we do not need them anymore)
glDeleteShader(vertexShaders);
glDeleteShader(fragmentShader);
if (programID == 0)
print("Shader Program Linking Failed");
return programID;
}
std::pair<unsigned int, unsigned int> Shader::compileShaders(const char* vertexShaderSource, const char* fragmentShaderSource) const
{
const unsigned int vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
if (vertexShader == 0)
{
print("Vertex Shader Compilation Failed");
return std::make_pair(0, 0);
}
const unsigned int fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
if (fragmentShader == 0)
{
print("Fragment Shader Compilation Failed");
return std::make_pair(0, 0);
}
return std::make_pair(vertexShader, fragmentShader);
}
#endif

121
Engine/engine/shader.h Normal file
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@ -0,0 +1,121 @@
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const std::string vertexPath, const std::string fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif

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@ -40,8 +40,8 @@ unsigned int compileShader(const GLenum shaderType, const char *shaderSource)
const unsigned int shaderID = glCreateShader(shaderType);
// attach shader source code to shader object
// from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as NULL)
glShaderSource(shaderID, 1, &shaderSource, NULL);
// from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as nullptr)
glShaderSource(shaderID, 1, &shaderSource, nullptr);
// compile shader
glCompileShader(shaderID);
if (!shaderSuccessful(shaderID, true))
@ -71,8 +71,8 @@ void shaderFailedMessage(const unsigned int shader, const bool compilation)
{
char infoLog[512];
const size_t sizeOfInfoLog = sizeof(infoLog) / sizeof(infoLog[0]);
compilation ? glGetShaderInfoLog(shader, sizeOfInfoLog, NULL, infoLog)
: glGetProgramInfoLog(shader, sizeOfInfoLog, NULL, infoLog);
compilation ? glGetShaderInfoLog(shader, sizeOfInfoLog, nullptr, infoLog)
: glGetProgramInfoLog(shader, sizeOfInfoLog, nullptr, infoLog);
std::cout << "ERROR vertex shader compilation failed \n"
<< infoLog << std::endl;
}