work on moving shader loading/compilation to a separate file
This commit is contained in:
8
.clang-format
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8
.clang-format
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@@ -0,0 +1,8 @@
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# Format Style Options - Created with Clang Power Tools
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---
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BasedOnStyle: WebKit
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BreakBeforeBraces: Attach
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ColumnLimit: 110
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SortIncludes: false
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SpaceAfterTemplateKeyword: false
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...
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -10,3 +10,4 @@ x64**
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**.idb
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**.idb
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**.pdb
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**.pdb
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**.exe
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**.exe
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.cache**
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@@ -73,6 +73,9 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LibraryPath>$(SolutionDir)ext\glfw\build\src\Debug;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64)</LibraryPath>
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<LibraryPath>$(SolutionDir)ext\glfw\build\src\Debug;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64)</LibraryPath>
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<IncludePath>$(SolutionDir)ext\glfw\include;$(SolutionDir)inc;$(IncludePath)</IncludePath>
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<IncludePath>$(SolutionDir)ext\glfw\include;$(SolutionDir)inc;$(IncludePath)</IncludePath>
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<OutDir>$(SolutionDir)bin\$(Platform)\$(Configuration)\</OutDir>
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<IntDir>$(SolutionDir)obj\$(Platform)\$(Configuration)\</IntDir>
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<SourcePath>$(SolutionDir)src;$(SourcePath)</SourcePath>
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</PropertyGroup>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<ClCompile>
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@@ -135,6 +138,8 @@
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="glad.c" />
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<ClCompile Include="glad.c" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\shaders.cpp" />
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<ClCompile Include="src\util.cpp" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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@@ -21,5 +21,11 @@
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<ClCompile Include="src\main.cpp">
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<ClCompile Include="src\main.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\shaders.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\util.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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13
compile_commands.json
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13
compile_commands.json
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@@ -0,0 +1,13 @@
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[
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{
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"directory": "C:/Users/seth/Documents/repos/LivePlotter/",
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"command": "\"C:/Users/seth/AppData/Roaming/ClangPowerTools/LLVM_Lite/Bin/clang++.exe\" -x c \"C:/Users/seth/Documents/repos/LivePlotter/glad.c\" -Wall -fms-compatibility-version=19.10 -Wmicrosoft -Wno-invalid-token-paste -Wno-unknown-pragmas -Wno-unused-value -fsyntax-only \"-DUNICODE\" \"-D_UNICODE\" \"-D_MT\" \"-D_DLL\" \"-D_DEBUG\" \"-D_CONSOLE\" \"-D_DEBUG_FUNCTIONAL_MACHINERY\" -isystem\"C:/Program Files (x86)/Microsoft Visual Studio/2022/BuildTools/VC/include\" -isystem\"C:/Program Files (x86)/Microsoft Visual Studio/2022/BuildTools/VC/atlmfc/include\" -isystem\"C:/Program Files (x86)/Microsoft Visual Studio/2022/BuildTools/VC/Auxiliary/VS/include\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/ucrt\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/shared\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/winrt\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/cppwinrt\" -isystem\"C:/Users/seth/Documents/repos/LivePlotter/ext/glfw/include\" -isystem\"C:/Users/seth/Documents/repos/LivePlotter/inc\"",
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"file": "C:/Users/seth/Documents/repos/LivePlotter/glad.c"
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}
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,
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{
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"directory": "C:/Users/seth/Documents/repos/LivePlotter/",
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"command": "\"C:/Users/seth/AppData/Roaming/ClangPowerTools/LLVM_Lite/Bin/clang++.exe\" -x c++ \"C:/Users/seth/Documents/repos/LivePlotter/src/main.cpp\" -std=c++17 -Wall -fms-compatibility-version=19.10 -Wmicrosoft -Wno-invalid-token-paste -Wno-unknown-pragmas -Wno-unused-value -fsyntax-only \"-DUNICODE\" \"-D_UNICODE\" \"-D_MT\" \"-D_DLL\" \"-D_DEBUG\" \"-D_CONSOLE\" \"-D_DEBUG_FUNCTIONAL_MACHINERY\" -isystem\"C:/Program Files (x86)/Microsoft Visual Studio/2022/BuildTools/VC/include\" -isystem\"C:/Program Files (x86)/Microsoft Visual Studio/2022/BuildTools/VC/atlmfc/include\" -isystem\"C:/Program Files (x86)/Microsoft Visual Studio/2022/BuildTools/VC/Auxiliary/VS/include\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/ucrt\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/shared\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/winrt\" -isystem\"C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/cppwinrt\" -isystem\"C:/Users/seth/Documents/repos/LivePlotter/ext/glfw/include\" -isystem\"C:/Users/seth/Documents/repos/LivePlotter/inc\"",
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"file": "C:/Users/seth/Documents/repos/LivePlotter/src/main.cpp"
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}
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]
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19
inc/shaders.hpp
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19
inc/shaders.hpp
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@@ -0,0 +1,19 @@
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#pragma once
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#include <glad/glad.h>
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#include <variant>
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#include "util.hpp"
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namespace shader {
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// Reads shader source files, compiles, and links
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bool load(uint* out_id, const char *vertex_filepath, const char *fragment_filepath);
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// Sets shader as active on the gpu
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void use(uint id);
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// Set uniform value
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typedef std::variant<int, float, bool> uniform_variant;
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void set_uniform(uint id, const char *name, uniform_variant value);
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} // namespace shaders
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14
inc/util.hpp
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14
inc/util.hpp
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#pragma once
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#include <stdio.h>
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template<class T> struct Array {
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T* _data;
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size_t len;
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T& operator[](int i);
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};
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typedef unsigned int uint;
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bool read_file(Array<char>* out, const char* filepath);
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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 <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <iostream>
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#include <vector>
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#include <stdio.h>
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#include <stdio.h>
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#include <optional>
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#include <optional>
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#include "shaders.hpp"
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using namespace std;
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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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static GLFWwindow* window;
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template<class T>
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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,
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FACE_SKIP,
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FACE_SKIP,
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};
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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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std::FILE* f = NULL;
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if (fopen_s(&f, "Icosphere.obj", "r")) {
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if (fopen_s(&f, "Icosphere.obj", "r")) {
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return {};
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return {};
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}
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}
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@@ -133,7 +120,7 @@ int main()
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{
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{
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if (!glfw_window_setup()) return -1;
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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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if (!data) {
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std::cout << "ERROR loading the icosphere obj file failed" << std::endl;
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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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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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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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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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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(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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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 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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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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uint program_id;
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unsigned int fragmentShader;
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if (!shader::load(&program_id, "src/shaders/vertex.vs", "src/shaders/fragment.fs")) return -1;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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shader::use(program_id);
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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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// Tell opengl which attribute our data is for (i.e. location)
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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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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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}
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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88
src/shaders.cpp
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88
src/shaders.cpp
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#include <typeinfo>
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#include <stdio.h>
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#include "util.hpp"
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#include "shaders.hpp"
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#define MAX_ERR_MSG_LEN 256
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// Visit/Variant overload pattern
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// https://www.modernescpp.com/index.php/visiting-a-std-variant-with-the-overload-pattern/
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template<typename ... Ts>
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struct overload : Ts ... {
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using Ts::operator() ...;
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|
};
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template<class... Ts> overload(Ts...) -> overload<Ts...>;
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namespace shader {
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bool _compile_shader(uint *out_id, const char* filepath, int shader_type);
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bool load(uint* out_id, const char* vertex_filepath, const char* fragment_filepath) {
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uint vertex_id;
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if (!_compile_shader(&vertex_id, vertex_filepath, GL_VERTEX_SHADER))
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return false;
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uint fragment_id;
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|
if (!_compile_shader(&fragment_id, fragment_filepath, GL_FRAGMENT_SHADER))
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return false;
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|
uint program_id = glCreateProgram();
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glAttachShader(program_id, vertex_id);
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glAttachShader(program_id, fragment_id);
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glLinkProgram(program_id);
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int status;
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||||||
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glGetProgramiv(program_id, GL_LINK_STATUS, &status);
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|
if (status == GL_FALSE) {
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char err_msg[MAX_ERR_MSG_LEN];
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glGetProgramInfoLog(program_id, MAX_ERR_MSG_LEN, NULL, err_msg);
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printf("Error linking shaders %s and %s\n", vertex_filepath, fragment_filepath);
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printf("Error msg: %s\n", err_msg);
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|
return false;
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||||||
|
}
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|
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|
glDeleteShader(vertex_id);
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glDeleteShader(fragment_id);
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||||||
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*out_id = program_id;
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|
return true;
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||||||
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}
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void use(uint id) { glUseProgram(id); }
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void set_uniform(uint id, const char* name, uniform_variant value) {
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const auto visitor = overload {
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[id, name](int i) { glUniform1i(glGetUniformLocation(id, name), i); },
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[id, name](float f) { glUniform1f(glGetUniformLocation(id, name), f); },
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[id, name](bool b) { glUniform1i(glGetUniformLocation(id, name), b); },
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};
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visit(visitor, value);
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}
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// Privates
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||||||
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||||||
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bool _compile_shader(uint *out_id, const char* filepath, int shader_type) {
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||||||
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Array<char> source;
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||||||
|
if (!read_file(&source, filepath))
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||||||
|
return false;
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||||||
|
|
||||||
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uint id = glCreateShader(shader_type);
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||||||
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glShaderSource(id, 1, &source._data, (int*)&source.len);
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||||||
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glCompileShader(id);
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||||||
|
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||||||
|
int status;
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||||||
|
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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||||||
|
if (status == GL_FALSE) {
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||||||
|
char err_msg[MAX_ERR_MSG_LEN];
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||||||
|
glGetShaderInfoLog(id, MAX_ERR_MSG_LEN, NULL, err_msg);
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||||||
|
printf("Error compiling shader %s\n", filepath);
|
||||||
|
printf("%.*s\n", (int)source.len, source._data);
|
||||||
|
printf("Error msg: %s\n", err_msg);
|
||||||
|
}
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||||||
|
*out_id = id;
|
||||||
|
return status == GL_TRUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace shader
|
||||||
7
src/shaders/fragment.fs
Normal file
7
src/shaders/fragment.fs
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#version 330 core
|
||||||
|
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
frag_color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
|
||||||
|
}
|
||||||
6
src/shaders/vertex.vs
Normal file
6
src/shaders/vertex.vs
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
|
||||||
|
}
|
||||||
23
src/util.cpp
Normal file
23
src/util.cpp
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
#include <cstdio>
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
#include "util.hpp"
|
||||||
|
|
||||||
|
bool read_file(Array<char>* out, const char* filepath) {
|
||||||
|
FILE* fp = NULL;
|
||||||
|
if (fopen_s(&fp, filepath, "r") != 0) {
|
||||||
|
printf("ERROR Failed to open file %s\n", filepath);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
fseek(fp, 0L, SEEK_END);
|
||||||
|
size_t sz = ftell(fp);
|
||||||
|
fseek(fp, 0L, 0L);
|
||||||
|
|
||||||
|
char *data = (char*)malloc(sizeof(char)*sz);
|
||||||
|
fread(data, sizeof(char), sz, fp);
|
||||||
|
fclose(fp);
|
||||||
|
out->_data = data;
|
||||||
|
out->len = sz;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user