work on moving shader loading/compilation to a separate file

This commit is contained in:
2025-08-17 00:32:43 -05:00
parent 06d99cf87e
commit 47564bb3cf
12 changed files with 199 additions and 72 deletions

View File

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