shader builders
This commit is contained in:
28
framework/include/resource.h
Normal file
28
framework/include/resource.h
Normal file
@@ -0,0 +1,28 @@
|
||||
#ifndef GL_TEMPLATE_RESOURCE_H
|
||||
#define GL_TEMPLATE_RESOURCE_H
|
||||
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
|
||||
std::string readFile(const std::string &path) {
|
||||
std::ifstream file(path);
|
||||
if (!file) return std::string();
|
||||
|
||||
file.ignore(std::numeric_limits<std::streamsize>::max());
|
||||
auto size = file.gcount();
|
||||
|
||||
if (size > 0x10000) return std::string();
|
||||
|
||||
file.clear();
|
||||
file.seekg(0, std::ios_base::beg);
|
||||
|
||||
std::stringstream sstr;
|
||||
sstr << file.rdbuf();
|
||||
file.close();
|
||||
|
||||
return sstr.str();
|
||||
}
|
||||
|
||||
#endif //GL_TEMPLATE_RESOURCE_H
|
||||
84
framework/include/util.h
Normal file
84
framework/include/util.h
Normal file
@@ -0,0 +1,84 @@
|
||||
#ifndef GL_TEMPLATE_UTIL_H
|
||||
#define GL_TEMPLATE_UTIL_H
|
||||
|
||||
#include "resource.h"
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include <initializer_list>
|
||||
#include <string>
|
||||
|
||||
namespace util {
|
||||
void shaderFile(GLuint shader, const std::string &path) {
|
||||
const std::string str = readFile(path);
|
||||
const char *c_str = str.c_str();
|
||||
glShaderSource(shader, 1, &c_str, nullptr);
|
||||
}
|
||||
|
||||
const std::string shaderInfoLog(GLuint shader) {
|
||||
GLint log_len;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
|
||||
char log[log_len];
|
||||
glGetShaderInfoLog(shader, log_len, nullptr, log);
|
||||
return std::string(log);
|
||||
}
|
||||
|
||||
const std::string programInfoLog(GLuint program) {
|
||||
GLint log_len;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
|
||||
char log[log_len];
|
||||
glGetProgramInfoLog(program, log_len, nullptr, log);
|
||||
return std::string(log);
|
||||
}
|
||||
|
||||
GLuint buildShader(const std::string &path) {
|
||||
std::string ext = path.substr(path.rfind("."));
|
||||
|
||||
GLenum kind;
|
||||
if (ext == ".vert") {
|
||||
kind = GL_VERTEX_SHADER;
|
||||
} else if (ext == ".frag") {
|
||||
kind = GL_FRAGMENT_SHADER;
|
||||
} else {
|
||||
fprintf(stderr, "Cannot parse path %s\n", path.c_str());
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLuint shader = glCreateShader(kind);
|
||||
util::shaderFile(shader, path);
|
||||
glCompileShader(shader);
|
||||
|
||||
GLint comp;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &comp);
|
||||
if (!comp) {
|
||||
const std::string log = shaderInfoLog(shader);
|
||||
fprintf(stderr, "SHADER ERROR: %s\n%s", path.c_str(), log.c_str());
|
||||
glDeleteShader(shader);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
GLuint buildProgram(std::initializer_list<GLuint> shaders) {
|
||||
GLuint program = glCreateProgram();
|
||||
|
||||
for (GLuint shader : shaders)
|
||||
glAttachShader(program, shader);
|
||||
|
||||
glLinkProgram(program);
|
||||
|
||||
GLint link;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &link);
|
||||
if (!link) {
|
||||
const std::string log = programInfoLog(program);
|
||||
fprintf(stderr, "PROGRAM ERROR:\n%s", log.c_str());
|
||||
glDeleteProgram(program);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
}
|
||||
|
||||
#endif //GL_TEMPLATE_UTIL_H
|
||||
@@ -93,7 +93,7 @@ void App::center(GLFWmonitor *monitor) {
|
||||
getSize(&w, &h);
|
||||
|
||||
setPos(x + (mode->width - w) / 2,
|
||||
y + (mode->height - h) / 2);
|
||||
y + (mode->height - h) / 2);
|
||||
}
|
||||
|
||||
void App::close() {
|
||||
|
||||
@@ -1,10 +1,29 @@
|
||||
project(sample)
|
||||
|
||||
add_executable(sample
|
||||
add_executable(${PROJECT_NAME}
|
||||
src/main.cpp)
|
||||
|
||||
target_link_libraries(sample
|
||||
target_link_libraries(${PROJECT_NAME}
|
||||
glad
|
||||
glm
|
||||
glfw
|
||||
framework)
|
||||
|
||||
|
||||
set(SHADERS
|
||||
shaders/main.frag
|
||||
shaders/main.vert)
|
||||
add_custom_target(shaders DEPENDS ${SHADERS})
|
||||
|
||||
add_custom_command(
|
||||
TARGET shaders PRE_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E remove_directory ${CMAKE_CURRENT_BINARY_DIR}/shaders/
|
||||
COMMENT "clearing shaders"
|
||||
)
|
||||
add_custom_command(
|
||||
TARGET shaders POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/shaders/ ${CMAKE_CURRENT_BINARY_DIR}/shaders/
|
||||
COMMENT "copying shaders"
|
||||
)
|
||||
|
||||
add_dependencies(${PROJECT_NAME} shaders)
|
||||
9
glapp/shaders/main.frag
Normal file
9
glapp/shaders/main.frag
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 330
|
||||
|
||||
in vec3 color;
|
||||
|
||||
out vec4 fcolor;
|
||||
|
||||
void main() {
|
||||
fcolor = vec4(color, 1);
|
||||
}
|
||||
13
glapp/shaders/main.vert
Normal file
13
glapp/shaders/main.vert
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 330
|
||||
|
||||
uniform mat4 pvm;
|
||||
|
||||
in vec3 vCol;
|
||||
in vec2 vPos;
|
||||
|
||||
out vec3 color;
|
||||
|
||||
void main() {
|
||||
gl_Position = pvm * vec4(vPos, 0, 1);
|
||||
color = vCol;
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <framework.h>
|
||||
#include <util.h>
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
@@ -16,33 +17,13 @@ struct Vertex {
|
||||
glm::vec3 col;
|
||||
};
|
||||
|
||||
static const char *vertex_shader_text =
|
||||
"uniform mat4 pvm;\n"
|
||||
"attribute vec3 vCol;\n"
|
||||
"attribute vec2 vPos;\n"
|
||||
"varying vec3 color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = pvm * vec4(vPos, 0.0, 1.0);\n"
|
||||
" color = vCol;\n"
|
||||
"}\n";
|
||||
|
||||
|
||||
static const char *fragment_shader_text =
|
||||
"varying vec3 color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = vec4(color, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
|
||||
class GLApp : public App {
|
||||
private:
|
||||
std::vector<Vertex> vertices = {
|
||||
{glm::vec2(+0.5f, +0.5f), glm::vec3(1, 0, 0)},
|
||||
{glm::vec2(+0.5f, -0.5f), glm::vec3(0, 1, 0)},
|
||||
{glm::vec2(-0.5f, -0.5f), glm::vec3(0, 0, 1)},
|
||||
{glm::vec2(-0.5f, +0.5f), glm::vec3(1, 1, 1)},
|
||||
{glm::vec2(+0.5f, +0.5f), glm::vec3(1, 0, 0)},
|
||||
{glm::vec2(+0.5f, -0.5f), glm::vec3(0, 1, 0)},
|
||||
{glm::vec2(-0.5f, -0.5f), glm::vec3(0, 0, 1)},
|
||||
{glm::vec2(-0.5f, +0.5f), glm::vec3(1, 1, 1)},
|
||||
};
|
||||
|
||||
GLuint vertex_buffer = 0;
|
||||
@@ -62,18 +43,10 @@ protected:
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices.front(), GL_STATIC_DRAW);
|
||||
|
||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex_shader, 1, &vertex_shader_text, nullptr);
|
||||
glCompileShader(vertex_shader);
|
||||
|
||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment_shader, 1, &fragment_shader_text, nullptr);
|
||||
glCompileShader(fragment_shader);
|
||||
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vertex_shader);
|
||||
glAttachShader(program, fragment_shader);
|
||||
glLinkProgram(program);
|
||||
program = util::buildProgram({
|
||||
vertex_shader = util::buildShader("shaders/main.vert"),
|
||||
fragment_shader = util::buildShader("shaders/main.frag"),
|
||||
});
|
||||
|
||||
pvm_location = (GLuint) glGetUniformLocation(program, "pvm");
|
||||
vpos_location = (GLuint) glGetAttribLocation(program, "vPos");
|
||||
|
||||
Reference in New Issue
Block a user