Implemented ShaderProgramBuilder
This commit is contained in:
@@ -7,3 +7,4 @@ find_package(glfw3 CONFIG REQUIRED)
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find_package(glm CONFIG REQUIRED)
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add_subdirectory(./source/app)
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add_subdirectory(./source/shader)
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@@ -13,4 +13,5 @@ target_link_libraries(${PROJECT_NAME}
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GLEW::GLEW
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glfw
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glm::glm
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UglyShaderLib
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)
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@@ -6,6 +6,7 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "ShaderProgramBuilder.hpp"
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int App::main(std::vector<std::string> &args) {
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auto app = App{};
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@@ -57,9 +58,9 @@ App::~App() {
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void App::game_loop() {
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float vertices[] = {
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.0f, .5f,
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.5f, -.5f,
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-.5f, -.5f
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.0f, .5f, 1.f, 0.f, 0.f,
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.5f, -.5f, 0.f, 1.f, 0.f,
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-.5f, -.5f, 0.f, 0.f, 1.f
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};
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GLuint vbo;
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@@ -70,56 +71,38 @@ void App::game_loop() {
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auto vertexSource = R"glsl(
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#version 150 core
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in vec2 position;
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void main() { gl_Position = vec4(position, 0.0, 1.0); }
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in vec3 color;
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out vec3 _color;
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void main() { _color = color; gl_Position = vec4(position, 0.0, 1.0); }
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)glsl";
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GLint status;
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexSource, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if(!status) {
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error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
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}
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auto fragmentSource = R"glsl(
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#version 150 core
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uniform vec3 triangleColor;
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in vec3 _color;
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out vec4 color;
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void main() { color = vec4(triangleColor, 1.0); }
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void main() { color = vec4(_color, 1.0); }
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)glsl";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if(!status) {
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error_callback_s(GLFW_NO_ERROR, "glShaderSource() failed");
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}
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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GLuint shaderProgram = ugly::ShaderProgramBuilder{}
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.attachFromMemory(GL_VERTEX_SHADER, vertexSource)
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.attachFromMemory(GL_FRAGMENT_SHADER, fragmentSource)
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.link();
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glUseProgram(shaderProgram);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), 0);
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glEnableVertexAttribArray(0);
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auto start = glfwGetTime();
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(2*sizeof(float)));
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glEnableVertexAttribArray(1);
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while(!glfwWindowShouldClose(mpWindow)) {
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glfwPollEvents();
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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auto now = glfwGetTime();
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glUniform3f(glGetUniformLocation(shaderProgram, "triangleColor"), (sin(now-start) + 1.0f) / 2.0f, 0.0f, 0.0f);
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glfwSwapBuffers(mpWindow);
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}
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}
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14
source/shader/CMakeLists.txt
Normal file
14
source/shader/CMakeLists.txt
Normal file
@@ -0,0 +1,14 @@
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project(UglyShaderLib)
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add_library(${PROJECT_NAME}
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./src/ShaderProgramBuilder.cpp
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)
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target_include_directories(${PROJECT_NAME}
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PUBLIC ./include
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PRIVATE ./src
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)
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target_link_libraries(${PROJECT_NAME}
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GLEW::GLEW
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)
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28
source/shader/include/ShaderProgramBuilder.hpp
Normal file
28
source/shader/include/ShaderProgramBuilder.hpp
Normal file
@@ -0,0 +1,28 @@
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#pragma once
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#include <stdexcept>
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#include <GL/glew.h>
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namespace ugly{
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class ShaderProgramBuilder {
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public:
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class Error: public std::runtime_error{
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public:
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using std::runtime_error::runtime_error;
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};
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public:
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ShaderProgramBuilder();
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~ShaderProgramBuilder();
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void reset();
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ShaderProgramBuilder &attachFromMemory(GLenum type, const GLchar *string, GLint length = 0);
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ShaderProgramBuilder &attachFromFile(GLenum type, const char *filename);
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GLuint link();
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private:
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GLuint mProgram;
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};
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}
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73
source/shader/src/ShaderProgramBuilder.cpp
Normal file
73
source/shader/src/ShaderProgramBuilder.cpp
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@@ -0,0 +1,73 @@
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#include "ShaderProgramBuilder.hpp"
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <utility>
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ugly::ShaderProgramBuilder::ShaderProgramBuilder():
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mProgram{glCreateProgram()} {
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}
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ugly::ShaderProgramBuilder::~ShaderProgramBuilder() {
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if(mProgram != 0) {
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glDeleteProgram(mProgram);
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}
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}
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void ugly::ShaderProgramBuilder::reset() {
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using namespace std;
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swap(*this, ShaderProgramBuilder{});
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}
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ugly::ShaderProgramBuilder &ugly::ShaderProgramBuilder::attachFromMemory(GLenum type, const GLchar *string, GLint length) {
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auto shader = glCreateShader(type);
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glShaderSource(shader, 1, &string, length != 0 ? &length : NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(status != GL_TRUE) {
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char buf[512];
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glGetShaderInfoLog(shader, 512, NULL, buf);
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glDeleteShader(shader);
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std::cerr << "Failed to compile shader:\n\t" << buf << '\n';
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throw Error{"shader failed to compile"};
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}
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glAttachShader(mProgram, shader);
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glDeleteShader(shader);
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return *this;
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}
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ugly::ShaderProgramBuilder &ugly::ShaderProgramBuilder::attachFromFile(GLenum type, const char *filename) {
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auto file = std::ifstream{filename};
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file.exceptions(std::ios_base::badbit);
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std::ostringstream ss;
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ss << file.rdbuf();
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return attachFromMemory(type, ss.str().c_str());
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}
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GLuint ugly::ShaderProgramBuilder::link() {
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glLinkProgram(mProgram);
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GLint status;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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if(status != GL_TRUE) {
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char buf[512];
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glGetProgramInfoLog(mProgram, 512, NULL, buf);
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std::cerr << "Failed to link program:\n\t" << buf << '\n';
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throw Error{"program failed to link"};
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}
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auto result = mProgram;
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mProgram = 0;
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reset();
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return result;
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}
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