This commit is contained in:
Daniel 2023-07-16 10:08:20 +02:00
parent ef8a42de8f
commit 00d6f03442
12 changed files with 617 additions and 0 deletions

31
Engine/Engine.sln Normal file
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#pragma once
#include <stdexcept>
namespace Nebulix
{
/// <summary>
/// This exception will be thrown if there is an error to do with its IO. For example opening the file
/// </summary>
class IOException : public std::runtime_error
{
public:
using runtime_error::runtime_error;
IOException() : runtime_error{ "ERROR::FILE::IO" } {}
/// <summary>
/// Overrides the default error message
/// </summary>
IOException(std::string message) : runtime_error{ message } {}
private:
};
}

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#pragma once
#include <stdexcept>
namespace Nebulix
{
class CreateProgramException : public std::runtime_error
{
public:
using runtime_error::runtime_error;
CreateProgramException(std::string &message) : runtime_error{ "ERROR::SHADER::CREATE_PROGRAM\n" + message } {}
private:
};
}

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#pragma once
#include <stdexcept>
#include "../../shaders/Enums.h"
namespace Nebulix
{
class ShaderCompileException: public std::exception
{
public:
ShaderCompileException() = delete;
ShaderCompileException(Nebulix::ShaderType shaderType, std::string compileMessage)
{
std::string shader;
switch (shaderType)
{
case Nebulix::ShaderType::Vertex:
shader = std::string{"VERTEX"};
break;
case Nebulix::ShaderType::Fragment:
shader = std::string{ "FRAGMENT" };
break;
default:
shader = std::string{ "UNKNOWN" };
break;
}
_message = "ERROR::SHADER::" + shader + "::COMPILATION_FAILED\n Error message -> " + compileMessage;
}
virtual const char* what() const override
{
return _message.c_str();
}
private:
std::string _message;
};
}

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Engine/Engine/main.cpp Normal file
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include "shaders/Shader.h"
// Continue: https://learnopengl.com/Getting-started/Shaders
// Chapter: Not yet started
//
//
// HOW TO redirect error output to file
// Maybe it is possible to redirect to another stream object which adds infos like thread id/time etc.?
//
// std::ofstream errorFile("error.log");
// std::streambuf* originalCerrBuffer = std::cerr.rdbuf(); // Save original buffer
// Redirect cerr to the error file
// std::cerr.rdbuf(errorFile.rdbuf());
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
void OnWindowResize(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void ProcessInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Henlo worl", nullptr, nullptr);
if (window == nullptr)
{
std::cerr << "Failed to create GLFW window";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cerr << "Failed to initialise GLAD";
return -1;
}
OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
glfwSetFramebufferSizeCallback(window, OnWindowResize);
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
GLuint indices[]{
0, 1, 3,
1, 2, 3
};
GLuint vertexBufferObject, elementBufferObject, vertexArrayObject;
glGenVertexArrays(1, &vertexArrayObject);
glGenBuffers(1, &vertexBufferObject);
glGenBuffers(1, &elementBufferObject);
glBindVertexArray(vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// I could unbind the VAO, but this is usually not needed because when creating a new VAO we need to bind that to change it anyway, so there shouldn't be a problem
std::string vertexPath = "shaders/default/default.vert";
std::string fragmentPath = "shaders/default/default.frag";
std::unique_ptr<Nebulix::Shader> shader;
try
{
shader = std::make_unique<Nebulix::Shader>(vertexPath, fragmentPath);
}
catch (const std::exception &e)
{
std::cerr << e.what();
return -1;
}
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// main loop
while(!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ProcessInput(window);
shader->Use();
glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional, as we are at the end of the program.
glDeleteVertexArrays(1, &vertexArrayObject);
glDeleteBuffers(1, &elementBufferObject);
glfwTerminate();
return 0;
}

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#pragma once
namespace Nebulix
{
enum class ShaderType
{
Vertex,
Fragment,
Unknown
// TODO: Add compute etc in future
};
}

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#include <sstream>
#include <fstream>
#include "Shader.h"
#include "../Exceptions/IOException.h"
#include "../Exceptions/Shaders/ShaderCompileException.h"
#include "../exceptions/shaders/CreateProgramException.h"
namespace Nebulix
{
const char* vertexShaderSourceCode = "#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* fragmentShaderSourceCode = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
Shader::Shader(std::string& vertexShaderfile, std::string& fragmentShaderfile): _vertexFile{vertexShaderfile}, _fragmentFile{fragmentShaderfile}
{
std::ifstream vertexShaderSource(vertexShaderfile), fragmentShaderSource(fragmentShaderfile);
GLuint vertexShader = 0, fragmentShader = 0;
CompileShadercode(vertexShaderSource, vertexShader, ShaderType::Vertex);
CompileShadercode(fragmentShaderSource, fragmentShader, ShaderType::Fragment);
CreateProgram(vertexShader, fragmentShader);
}
void Shader::CompileShadercode(std::ifstream& shaderSource, GLuint& shaderObject, ShaderType type)
{
if (!shaderSource.is_open())
{
throw IOException("ERROR::SHADER::CANNOT_OPEN_FILE");
}
const char* shader;
shaderSource.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
std::stringstream sourceCode;
sourceCode << shaderSource.rdbuf();
shaderSource.close();
std::string code = sourceCode.str();
shader = code.c_str();
}
catch (const std::exception&)
{
throw Nebulix::IOException("ERROR::SHADER::READ_FILE");
}
if (type == ShaderType::Vertex)
shaderObject = glCreateShader(GL_VERTEX_SHADER);
else if (type == ShaderType::Fragment)
shaderObject = glCreateShader(GL_FRAGMENT_SHADER);
else
throw std::runtime_error("ERROR::SHADER::TYPE \nCannot create shader program with the given shader type '" + std::to_string((int)type) + "'");
glShaderSource(shaderObject, 1, &shader, NULL);
glCompileShader(shaderObject);
int success;
char infoLog[512];
glGetShaderiv(shaderObject, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shaderObject, 512, NULL, infoLog);
throw Nebulix::ShaderCompileException(type, infoLog);
}
}
void Shader::CreateProgram(GLuint& vertexShader, GLuint& fragmentShader)
{
shaderId = glCreateProgram();
glAttachShader(shaderId, vertexShader);
glAttachShader(shaderId, fragmentShader);
glLinkProgram(shaderId);
int success;
char infoLog[512];
glGetProgramiv(shaderId, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderId, 512, NULL, infoLog);
throw Nebulix::CreateProgramException(infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
}

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#pragma once
#include <fstream>
#include <vector>
#include <string>
#include <glad/glad.h>
#include "Enums.h"
namespace Nebulix
{
class Shader
{
public:
Shader() = delete;
Shader(std::string& vertexShaderfile, std::string& fragmentShaderfile);
~Shader()
{
glDeleteProgram(shaderId);
}
/// <summary>
/// To actually use and activate the shader, call this.
/// </summary>
void Use() { glUseProgram(shaderId); }
void setBool(const std::string& name, bool value) const
{
glUniform1i(glGetUniformLocation(shaderId, name.c_str()), (int)value);
}
void setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(shaderId, name.c_str()), value);
}
void setFloat(const std::string& name, float value) const
{
glUniform1f(glGetUniformLocation(shaderId, name.c_str()), value);
}
private:
std::string &_vertexFile, &_fragmentFile;
GLuint shaderId;
void CompileShadercode(std::ifstream& shaderSource, GLuint& shaderId, ShaderType type);
void CreateProgram(GLuint& vertexShader, GLuint& fragmentShader);
};
}

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#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}