work on moving shader loading/compilation to a separate file
This commit is contained in:
81
src/main.cpp
81
src/main.cpp
@@ -1,26 +1,13 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <vector>
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#include <stdio.h>
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#include <optional>
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#include "shaders.hpp"
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using namespace std;
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const char* vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);"
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"} ";
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static GLFWwindow* window;
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template<class T>
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@@ -62,9 +49,9 @@ enum class ParserState {
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FACE,
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FACE_SKIP,
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};
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optional<pair<SimpleArray<float>, SimpleArray<unsigned int>>> load_iconsphere() {
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optional<pair<SimpleArray<float>, SimpleArray<unsigned int>>> load_icosphere() {
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std::FILE* f = NULL;
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if (fopen_s(&f, "Icosphere.obj", "r")) {
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return {};
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}
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@@ -133,7 +120,7 @@ int main()
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{
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if (!glfw_window_setup()) return -1;
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auto data = load_iconsphere();
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auto data = load_icosphere();
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if (!data) {
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std::cout << "ERROR loading the icosphere obj file failed" << std::endl;
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return -1;
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@@ -156,12 +143,6 @@ int main()
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glfwSwapBuffers(window); // front buffer is now back
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glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer again (former front buf)
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/*float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};*/
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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@@ -175,54 +156,10 @@ int main()
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size * sizeof(unsigned int), indices.data, GL_STATIC_DRAW);
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// Vertex shader
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// Verify vertex shader compilation
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Fragment shader
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// Verify fragment shader compilation
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// Link shader programs together
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unsigned int shaderProgram;
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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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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glUseProgram(shaderProgram); // Set shaderProgram as active shader
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// Delete shader program parts (like deleting obj files).
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// We want this memory back
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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uint program_id;
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if (!shader::load(&program_id, "src/shaders/vertex.vs", "src/shaders/fragment.fs")) return -1;
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shader::use(program_id);
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// Tell opengl which attribute our data is for (i.e. location)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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@@ -242,4 +179,4 @@ int main()
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}
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glfwTerminate();
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return 0;
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}
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}
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