Shader abstractions

This commit is contained in:
Ben
2019-01-13 16:27:45 +00:00
parent 459f897ef7
commit 34cb0fb1c6
4 changed files with 170 additions and 74 deletions

View File

@@ -7,6 +7,8 @@
#include <string>
#include <map>
#include "shader.hpp"
void GLAPIENTRY MessageCallback(GLenum source,
GLenum type,
GLuint id,
@@ -27,71 +29,6 @@ public:
bool isWindowClosed = true;
};
std::map<std::string, GLuint> VertexShaders;
std::map<std::string, GLuint> FragmentShaders;
std::map<std::string, GLuint> ShaderPrograms;
std::string readShader(std::string source) {
std::ifstream t(source);
std::string shaderCode((std::istreambuf_iterator<char>(t)),
std::istreambuf_iterator<char>());
// std::cout << shaderCode << std::endl;
return shaderCode;
}
bool loadShader(std::string shaderSource, GLenum type, std::string shader) {
const char* source = shaderSource.c_str();
if (type == GL_VERTEX_SHADER) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &source, NULL);
glCompileShader(vertexShader);
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(vertexShader, 512, NULL, buf);
std::cerr << buf << std::endl;
return false;
}
VertexShaders[shader] = vertexShader;
std::cout << "Vertex shader at '" << shader << "' compiled..." << std::endl;
} else if (type == GL_FRAGMENT_SHADER) {
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &source, NULL);
glCompileShader(fragmentShader);
GLint status;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(fragmentShader, 512, NULL, buf);
std::cerr << buf << std::endl;
return false;
}
FragmentShaders[shader] = fragmentShader;
std::cout << "Fragment shader at '" << shader << "' compiled..." << std::endl;
}
return true;
}
void makeShaderProgram(std::string vert, std::string frag, std::string program) {
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, VertexShaders[vert]);
glAttachShader(shaderProgram, FragmentShaders[frag]);
ShaderPrograms[program] = shaderProgram;
std::cout << "Shader program '" << program << "' created" << std::endl;
}
void applyShader(std::string shader) {
glLinkProgram(ShaderPrograms[shader]);
glUseProgram(ShaderPrograms[shader]);
std::cout << "Shader program '" << shader << "' applied" << std::endl;
}
int main(int argc, char** argv) {
Game* game = new Game();
SDL_Init(SDL_INIT_EVERYTHING);
@@ -152,24 +89,20 @@ int main(int argc, char** argv) {
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * numOfVerticies, vertices, GL_STATIC_DRAW);
// Load, compile, apply and link shader programs
if (!loadShader(readShader("shaders/simple.vert"), GL_VERTEX_SHADER , "simpleVert") ||
!loadShader(readShader("shaders/simple.frag"), GL_FRAGMENT_SHADER, "simpleFrag")) {
return 0;
}
makeShaderProgram("simpleVert", "simpleFrag", "simpleProc");
applyShader("simpleProc");
Shader simpleShader;
simpleShader.load("./shaders/simple").attatch().link().use();
GLint posAttrib = glGetAttribLocation(ShaderPrograms["simpleProc"], "position");
GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE,
5*sizeof(float), 0);
GLint colAttrib = glGetAttribLocation(ShaderPrograms["simpleProc"], "colour");
GLint colAttrib = glGetAttribLocation(simpleShader.getProgram(), "colour");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE,
5*sizeof(float), (void*)(2*sizeof(float)));
GLint triangleUniColour = glGetUniformLocation(ShaderPrograms["simpleProc"], "triangleColour");
GLint triangleUniColour = glGetUniformLocation(simpleShader.getProgram(), "triangleColour");
glUniform3f(triangleUniColour, 0.2f, 0.8f, 0.3f);
SDL_Event event;