src/graphics moved to src/graphics/core

This commit is contained in:
MihailRis
2024-03-18 20:47:35 +03:00
parent ba762584a7
commit b56408a202
63 changed files with 156 additions and 147 deletions
+133
View File
@@ -0,0 +1,133 @@
#include "Shader.h"
#include <exception>
#include <fstream>
#include <iostream>
#include <sstream>
#include <filesystem>
#include <glm/gtc/type_ptr.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "../../coders/GLSLExtension.h"
namespace fs = std::filesystem;
GLSLExtension* Shader::preprocessor = new GLSLExtension();
Shader::Shader(unsigned int id) : id(id){
}
Shader::~Shader(){
glDeleteProgram(id);
}
void Shader::use(){
glUseProgram(id);
}
void Shader::uniformMatrix(std::string name, glm::mat4 matrix){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::uniform1i(std::string name, int x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1i(transformLoc, x);
}
void Shader::uniform1f(std::string name, float x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1f(transformLoc, x);
}
void Shader::uniform2f(std::string name, float x, float y){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, x, y);
}
void Shader::uniform2f(std::string name, glm::vec2 xy){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, xy.x, xy.y);
}
void Shader::uniform2i(std::string name, glm::ivec2 xy){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2i(transformLoc, xy.x, xy.y);
}
void Shader::uniform3f(std::string name, float x, float y, float z){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, x,y,z);
}
void Shader::uniform3f(std::string name, glm::vec3 xyz){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, xyz.x, xyz.y, xyz.z);
}
Shader* Shader::create(
std::string vertexFile,
std::string fragmentFile,
std::string vertexCode,
std::string fragmentCode
) {
vertexCode = preprocessor->process(fs::path(vertexFile), vertexCode);
fragmentCode = preprocessor->process(fs::path(fragmentFile), fragmentCode);
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
std::cerr << "SHADER::VERTEX: compilation failed: " << vertexFile << std::endl;
std::cerr << infoLog << std::endl;
return nullptr;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
std::cerr << "SHADER::FRAGMENT: compilation failed: " << vertexFile << std::endl;
std::cerr << infoLog << std::endl;
return nullptr;
}
// Shader Program
GLuint id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
glLinkProgram(id);
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success){
glGetProgramInfoLog(id, 512, nullptr, infoLog);
std::cerr << "SHADER::PROGRAM: linking failed" << std::endl;
std::cerr << infoLog << std::endl;
glDeleteShader(vertex);
glDeleteShader(fragment);
return nullptr;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
return new Shader(id);
}