Finished shader chapter and fix #1

This commit is contained in:
Daniel 2023-07-18 10:24:18 +02:00
parent 2d230155a7
commit 82649e7648
7 changed files with 66 additions and 32 deletions

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@ -142,8 +142,12 @@
<ClCompile Include="Shaders\Shader.cpp" /> <ClCompile Include="Shaders\Shader.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Shaders\default\default.frag" /> <CopyFileToFolders Include="Shaders\default\default.frag">
<None Include="Shaders\default\default.vert" /> <FileType>Document</FileType>
</CopyFileToFolders>
<CopyFileToFolders Include="Shaders\default\default.vert">
<FileType>Document</FileType>
</CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Exceptions\IOException.h" /> <ClInclude Include="Exceptions\IOException.h" />

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@ -43,9 +43,9 @@
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Shaders\default\default.vert"> <CopyFileToFolders Include="Shaders\default\default.frag" />
<CopyFileToFolders Include="Shaders\default\default.vert">
<Filter>Resource Files</Filter> <Filter>Resource Files</Filter>
</None> </CopyFileToFolders>
<None Include="Shaders\default\default.frag" />
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -64,10 +64,10 @@ int main()
glfwSetFramebufferSizeCallback(window, OnWindowResize); glfwSetFramebufferSizeCallback(window, OnWindowResize);
GLfloat vertices[] = { GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, // top right 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f // top left
}; };
GLuint faces[]{ GLuint faces[]{
0, 1, 3, 0, 1, 3,
@ -87,8 +87,12 @@ int main()
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// colour (or more general, the second vertex Attribute)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// 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 // 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 vertexPath = "shaders/default/default.vert";
@ -104,7 +108,7 @@ int main()
std::cerr << e.what(); std::cerr << e.what();
return -1; return -1;
} }
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// main loop // main loop
while(!glfwWindowShouldClose(window)) while(!glfwWindowShouldClose(window))
@ -115,6 +119,10 @@ int main()
ProcessInput(window); ProcessInput(window);
shader->Use(); shader->Use();
//float time = glfwGetTime();
//float greenValue = (sin(time) / 2.0f) + 0.5f;
//shader->setFloat("ourColour", 0.0f, greenValue, 0.0f, 0.0f);
glBindVertexArray(vertexArrayObject); glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

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@ -8,18 +8,22 @@
namespace Nebulix namespace Nebulix
{ {
// debugging
const char* vertexShaderSourceCode = "#version 330 core\n" const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n" "layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" " gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\0"; "}\0";
const char* fragmentShaderSourceCode = "#version 330 core\n" const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n" "out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" " FragColor = vec4(ourColor, 1.0f);\n"
"}\n\0"; "}\n\0";
Shader::Shader(std::string& vertexShaderfile, std::string& fragmentShaderfile): _vertexFile{vertexShaderfile}, _fragmentFile{fragmentShaderfile} Shader::Shader(std::string& vertexShaderfile, std::string& fragmentShaderfile): _vertexFile{vertexShaderfile}, _fragmentFile{fragmentShaderfile}
@ -33,29 +37,29 @@ namespace Nebulix
CreateProgram(vertexShader, fragmentShader); CreateProgram(vertexShader, fragmentShader);
} }
void Shader::CompileShadercode(std::ifstream& shaderSource, GLuint& shaderObject, ShaderType type) void Shader::CompileShadercode(std::ifstream& shaderFile, GLuint& shaderObject, ShaderType type)
{ {
if (!shaderSource.is_open()) if (!shaderFile.is_open())
{ {
throw IOException("ERROR::SHADER::CANNOT_OPEN_FILE"); throw IOException("ERROR::SHADER::CANNOT_OPEN_FILE");
} }
const char* shader; std::string code;
const char* shaderCode;
shaderSource.exceptions(std::ifstream::failbit | std::ifstream::badbit); shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try try
{ {
std::stringstream sourceCode; std::stringstream shaderStream;
sourceCode << shaderSource.rdbuf(); shaderStream << shaderFile.rdbuf();
shaderSource.close(); shaderFile.close();
std::string code = sourceCode.str(); code = shaderStream.str();
shader = code.c_str();
} }
catch (const std::exception&) catch (const std::exception&)
{ {
throw Nebulix::IOException("ERROR::SHADER::READ_FILE"); throw Nebulix::IOException("ERROR::SHADER::READ_FILE");
} }
shaderCode = code.c_str();
if (type == ShaderType::Vertex) if (type == ShaderType::Vertex)
shaderObject = glCreateShader(GL_VERTEX_SHADER); shaderObject = glCreateShader(GL_VERTEX_SHADER);
@ -64,7 +68,7 @@ namespace Nebulix
else else
throw std::runtime_error("ERROR::SHADER::TYPE \nCannot create shader program with the given shader type '" + std::to_string((int)type) + "'"); 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); glShaderSource(shaderObject, 1, &shaderCode, NULL);
glCompileShader(shaderObject); glCompileShader(shaderObject);
int success; int success;

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@ -31,9 +31,21 @@ namespace Nebulix
{ {
glUniform1i(glGetUniformLocation(shaderId, name.c_str()), value); glUniform1i(glGetUniformLocation(shaderId, name.c_str()), value);
} }
void setFloat(const std::string& name, float value) const void setFloat(const std::string& name, float x) const
{ {
glUniform1f(glGetUniformLocation(shaderId, name.c_str()), value); glUniform1f(glGetUniformLocation(shaderId, name.c_str()), x);
}
void setFloat(const std::string& name, float x, float y) const
{
glUniform2f(glGetUniformLocation(shaderId, name.c_str()), x, y);
}
void setFloat(const std::string& name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(shaderId, name.c_str()), x, y, z);
}
void setFloat(const std::string& name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(shaderId, name.c_str()), x, y, z, w);
} }
private: private:

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@ -1,7 +1,9 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec3 ourColour;
void main() void main()
{ {
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); FragColor = vec4(ourColour, 1.0);
} }

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@ -1,7 +1,11 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColour;
out vec3 ourColour;
void main() void main()
{ {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); gl_Position = vec4(aPos, 1.0);
ourColour = aColour;
} }