shader builders

This commit is contained in:
2018-12-11 02:02:53 -05:00
parent abf32feb0d
commit aad1854d7e
7 changed files with 165 additions and 39 deletions

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@@ -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
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@@ -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

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@@ -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() {

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@@ -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
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@@ -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
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@@ -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;
}

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@@ -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");