Implement textures and add more stuff to Shader
This commit is contained in:
parent
79f5fba2ec
commit
97e1ce44cd
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@ -4,8 +4,15 @@ in vec3 vs_position;
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in vec3 vs_color;
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in vec2 vs_texcoord;
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uniform bool texture_is_set;
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uniform sampler2D vs_texture;
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out vec4 fs_color;
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void main() {
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fs_color = vec4(vs_color, 1.f);
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if (texture_is_set) {
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fs_color = texture(vs_texture, vs_texcoord) * vec4(vs_color, 1.0);
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} else {
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fs_color = vec4(vs_color, 1.0);
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}
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}
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@ -11,7 +11,7 @@ out vec2 vs_texcoord;
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void main() {
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vs_position = vertex_position;
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vs_color = vertex_color;
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vs_texcoord = vec2(vertex_texcoord.x, vertex_texcoord.y);
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vs_texcoord = vertex_texcoord;
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gl_Position = vec4(vertex_position, 1.f);
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}
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@ -3,8 +3,9 @@
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// Github: https://github.com/SeanOMik
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//
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#include "simpleengine/gfx/texture.h"
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#include "simpleengine/shapes/2d/square.h"
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#include <simpleengine/shader.h>
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#include <simpleengine/gfx/shader.h>
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#include <simpleengine/renderable.h>
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#include <simpleengine/event/event.h>
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#include <simpleengine/shader_program.h>
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@ -20,6 +21,8 @@
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#include <cmrc/cmrc.hpp>
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CMRC_DECLARE(resource_shaders);
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#include <SOIL2/SOIL2.h>
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std::string read_resource_shader(const std::string& path) {
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auto fs = cmrc::resource_shaders::get_filesystem();
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cmrc::file vertex_file = fs.open(path);
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@ -36,25 +39,29 @@ int main(int argc, char *argv[]) {
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// Create shader program
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simpleengine::ShaderProgram shader_prog;
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shader_prog.add_shader_from_source(simpleengine::ShaderType::ST_Vertex, vertex_core);
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shader_prog.add_shader_from_source(simpleengine::ShaderType::ST_Fragment, fragment_core);
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shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Vertex, vertex_core);
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shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Fragment, fragment_core);
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shader_prog.link();
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std::shared_ptr<GLuint> base_shader_program = shader_prog.program;
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simpleengine::Texture wall_texture("resources/wall.jpg");
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simpleengine::Texture crate_texture("resources/container.jpg", true, true);
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std::vector<simpleengine::Vertex> vertices = {
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{glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f)},
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{glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(0.f, 0.f)},
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{glm::vec3(0.f, 0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(1.f, 0.f)},
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{glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f)}, // bottom left
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{glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f)}, // bottom right
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{glm::vec3(0.f, 0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f)}, // top
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};
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std::shared_ptr<simpleengine::Event> tri(new simpleengine::shapes_2d::Triangle(base_shader_program, vertices));
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std::shared_ptr<simpleengine::shapes_2d::Triangle> tri(new simpleengine::shapes_2d::Triangle(base_shader_program, vertices));
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//tri->set_texture(wall_texture);
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game.add_event(tri);
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/* std::vector<simpleengine::Vertex> vertices = {
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{ glm::vec3(0.5f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f) },
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{ glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(0.f, 0.f) },
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{ glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(1.f, 0.f) },
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{ glm::vec3(-0.5f, 0.5f, 0.f), glm::vec3(0.75f, 0.75f, 0.75f), glm::vec2(1.f, 1.f) },
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{ glm::vec3(0.5f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
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{ glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
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{ glm::vec3(-0.5f, 0.5f, 0.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
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};
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std::vector<GLuint> indicies = {
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@ -62,7 +69,7 @@ int main(int argc, char *argv[]) {
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1, 2, 3
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};
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std::shared_ptr<simpleengine::Event> square(new simpleengine::shapes_2d::Square(base_shader_program, vertices, indicies));
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std::shared_ptr<simpleengine::Event> square(new simpleengine::shapes_2d::Square(base_shader_program, crate_texture, vertices, indicies));
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game.add_event(square); */
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return game.run();
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@ -0,0 +1,202 @@
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_SHADER_H
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#define SIMPLEENGINE_SHADER_H
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#include <chrono>
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#include <gl/glew.h>
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#include <gl/gl.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include "../event/event.h"
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#include <exception>
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#include <fstream>
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#include <memory>
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#include <stdexcept>
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#include <string>
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#include <iostream>
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#include <sstream>
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namespace simpleengine::gfx {
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class ShaderException : public std::runtime_error {
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public:
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explicit ShaderException(char const* const msg) : std::runtime_error(msg) {
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}
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};
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enum ShaderType {
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ST_Vertex = GL_VERTEX_SHADER,
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ST_Fragment = GL_FRAGMENT_SHADER,
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};
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class Shader {
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protected:
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Shader() {
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}
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public:
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std::shared_ptr<GLuint> program;
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GLuint shader;
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Shader(std::shared_ptr<GLuint> program);
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Shader(std::shared_ptr<GLuint> program, GLuint shader);
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static Shader from_source(const ShaderType& type, std::string& shader_source);
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static Shader from_source(std::shared_ptr<GLuint> program, const ShaderType& type, std::string& shader_source);
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/**
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* @brief Load a shader from a filepath.
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*
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* @param type The type of the shader.
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* @param shader_path The path of the shader source.
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*/
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static Shader from_filepath(const ShaderType& type, const std::string& shader_path);
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/**
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* @brief Load a shader from a filepath.
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*
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* @param program The shader program that this shader will be attached to.
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* @param type The type of the shader.
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* @param shader_path The path of shader source.
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*/
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static Shader from_filepath(std::shared_ptr<GLuint> program, const ShaderType& type, const std::string& shader_path);
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virtual ~Shader();
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/**
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* @brief Link the shader program and checks for errors.
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*
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*/
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void link();
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/**
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* @brief Delete the shader with glDeleteShader. Only do this after we've linked.
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*
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*/
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void delete_shader();
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/**
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* @brief Use the shader program.
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*
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*/
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void use() const;
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/**
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* @brief Un-use the shader program by using the id of "0".
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*
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*/
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static void unuse();
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/**
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* @brief Get a Uniform Float from the shader using a `location`.
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*
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* @param location The location of the uniform float.
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* @return GLfloat The value of the uniform float from the shader.
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*/
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GLfloat getUniformFloat(GLint location) const;
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/**
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* @brief Get a Uniform Float from the shader finding the location of the uniform using `uniform_name`.
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*
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* @param uniform_name The name of the uniform inside of the shader.
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* @return GLfloat The value of the uniform float from the shader.
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*/
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GLfloat getUniformFloat(const char* uniform_name) const;
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/**
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* @brief Get a Uniform integer from the shader using a `location`.
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*
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* @param location The location of the uniform integer.
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* @return GLint The value of the uniform integer from the shader.
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*/
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GLint getUniformInt(GLint location) const;
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/**
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* @brief Get a Uniform integer from the shader finding the location of the uniform using `uniform_name`.
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*
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* @param uniform_name The name of the uniform inside of the shader.
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* @return GLint The value of the uniform integer from the shader.
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*/
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GLint getUniformInt(const char* uniform_name) const;
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/**
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* @brief Get a Uniform unsigned integer from the shader using a `location`.
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*
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* @param location The location of the uniform unsigned integer.
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* @return GLuint The value of the uniform unsigned integer from the shader.
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*/
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GLuint getUniformUInt(GLint location) const;
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/**
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* @brief Get a Uniform unsigned integer from the shader finding the location of the uniform using `uniform_name`.
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*
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* @param uniform_name The name of the uniform inside of the shader.
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* @return GLuint The value of the uniform unsigned integer from the shader.
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*/
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GLuint getUniformUInt(const char* uniform_name) const;
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/**
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* @brief Get a Uniform double from the shader using a `location`.
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*
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* @param location The location of the uniform double.
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* @return GLdouble The value of the uniform double from the shader.
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*/
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GLdouble getUniformDouble(GLint location) const;
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/**
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* @brief Get a Uniform double from the shader finding the location of the uniform using `uniform_name`.
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*
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* @param uniform_name The name of the uniform inside of the shader.
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* @return GLdouble The value of the uniform double from the shader.
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*/
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GLdouble getUniformDouble(const char* uniform_name) const;
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void setUniformFloat(GLint location, GLfloat fl, bool bind_shader = true);
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void setUniformFloat(const char* uniform_name, GLfloat fl, bool bind_shader = true);
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void setUniformFloatVec2(GLint location, glm::vec2 vec, bool bind_shader = true);
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void setUniformFloatVec2(const char* uniform_name, glm::vec2 vec, bool bind_shader = true);
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void setUniformFloatVec3(GLint location, glm::vec3 vec, bool bind_shader = true);
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void setUniformFloatVec3(const char* uniform_name, glm::vec3 vec, bool bind_shader = true);
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void setUniformFloatVec4(GLint location, glm::vec4 vec, bool bind_shader = true);
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void setUniformFloatVec4(const char* uniform_name, glm::vec4 vec, bool bind_shader = true);
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void setUniformInt(GLint location, GLint i, bool bind_shader = true);
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void setUniformInt(const char* uniform_name, GLint i, bool bind_shader = true);
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void setUniformIntVec2(GLint location, glm::ivec2 vec, bool bind_shader = true);
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void setUniformIntVec2(const char* uniform_name, glm::ivec2 vec, bool bind_shader = true);
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void setUniformIntVec3(GLint location, glm::ivec3 vec, bool bind_shader = true);
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void setUniformIntVec3(const char* uniform_name, glm::ivec3 vec, bool bind_shader = true);
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void setUniformIntVec4(GLint location, glm::ivec4 vec, bool bind_shader = true);
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void setUniformIntVec4(const char* uniform_name, glm::ivec4 vec, bool bind_shader = true);
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void setUniformUInt(GLint location, GLuint ui, bool bind_shader = true);
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void setUniformUInt(const char* uniform_name, GLuint ui, bool bind_shader = true);
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void setUniformUIntVec2(GLint location, glm::uvec2 vec, bool bind_shader = true);
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void setUniformUIntVec2(const char* uniform_name, glm::uvec2 vec, bool bind_shader = true);
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void setUniformUIntVec3(GLint location, glm::uvec3 vec, bool bind_shader = true);
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void setUniformUIntVec3(const char* uniform_name, glm::uvec3 vec, bool bind_shader = true);
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void setUniformUIntVec4(GLint location, glm::uvec4 vec, bool bind_shader = true);
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void setUniformUIntVec4(const char* uniform_name, glm::uvec4 vec, bool bind_shader = true);
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};
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}
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#endif //SIMPLEENGINE_SHADER_H
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@ -0,0 +1,139 @@
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_TEXTURE_H
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#define SIMPLEENGINE_TEXTURE_H
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#include <gl/glew.h>
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#include <gl/gl.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <SOIL2/SOIL2.h>
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#include <stdexcept>
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#include <vector>
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#include <iostream>
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namespace simpleengine {
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class Texture {
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private:
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unsigned char* img_data;
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unsigned int texture_id;
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unsigned int image_type;
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public:
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int height;
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int width;
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int channels;
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/**
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* @brief Construct a new Texture object from a path.
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*
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* @param path The path of the image for the Texture.
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* @param img_2d Whether or not the texture is 2D.
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* @param mipmap Whether or not to generate mipmaps for this texture.
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*/
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Texture(const char* path, bool img_2d = true, bool mipmap = true) {
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image_type = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
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glGenTextures(1, &texture_id);
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bind();
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glTexParameteri(image_type, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(image_type, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(image_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(image_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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img_data = SOIL_load_image
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(
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path,
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&width, &height, &channels,
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SOIL_LOAD_RGBA
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);
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if (!img_data) {
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std::cerr << "Failed to load texture from memory! (" << SOIL_last_result() << ")" << std::endl;
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throw std::runtime_error("Failed to load texture from memory!");
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}
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glTexImage2D(image_type, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data);
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if (mipmap) {
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glGenerateMipmap(image_type);
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}
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SOIL_free_image_data(img_data);
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glBindTexture(image_type, 0);
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}
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/**
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* @brief Construct a new Texture object from the loaded file buffer.
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*
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* @param buffer The bytes of the loaded file.
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* @param buffer_length The length of the buffer.
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* @param img_2d Whether or not the texture is 2D.
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* @param mipmap Whether or not to generate mipmaps for this texture.
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*/
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Texture(const unsigned char *const buffer, int buffer_length, bool img_2d = true, bool mipmap = true) {
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image_type = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
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glGenTextures(1, &texture_id);
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bind();
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glTexParameteri(image_type, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(image_type, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(image_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(image_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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img_data = SOIL_load_image_from_memory
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(
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buffer, buffer_length,
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&width, &height, &channels,
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SOIL_LOAD_RGBA
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);
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if (!img_data) {
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std::cerr << "Failed to load texture from memory! (" << SOIL_last_result() << ")" << std::endl;
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throw std::runtime_error("Failed to load texture from memory!");
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}
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glTexImage2D(image_type, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data);
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if (mipmap) {
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glGenerateMipmap(image_type);
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}
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SOIL_free_image_data(img_data);
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glBindTexture(image_type, 0);
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}
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/**
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* @brief Construct a new Texture object from the loaded file buffer.
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*
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* @param buffer The bytes of the loaded file.
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* @param img_2d Whether or not the texture is 2D.
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* @param mipmap Whether or not to generate mipmaps for this texture.
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*/
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Texture(std::vector<unsigned char> buffer, bool img_2d = true, bool mipmap = true) :
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Texture(buffer.data(), buffer.size(), img_2d, mipmap) {
|
||||
|
||||
}
|
||||
|
||||
/* ~Texture() {
|
||||
if (img_data != nullptr) {
|
||||
SOIL_free_image_data(img_data);
|
||||
}
|
||||
} */
|
||||
|
||||
void bind() const {
|
||||
glBindTexture(image_type, texture_id);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -28,23 +28,12 @@ namespace simpleengine::gfx {
|
|||
glDeleteVertexArrays(1, &handle);
|
||||
}
|
||||
|
||||
void bind() {
|
||||
void bind() const {
|
||||
glBindVertexArray(handle);
|
||||
}
|
||||
|
||||
void attr(VBO vbo) {
|
||||
bind();
|
||||
vbo.bind();
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// TODO: Fix this.
|
||||
void enable_attrib(VBO vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset) {
|
||||
void enable_attrib(const VBO& vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset) const {
|
||||
bind();
|
||||
vbo.bind();
|
||||
|
||||
|
@ -63,7 +52,7 @@ namespace simpleengine::gfx {
|
|||
glVertexAttribIPointer(index, size, type, stride, (void *) offset);
|
||||
break;
|
||||
default:
|
||||
glVertexAttribPointer(index, size, type, GL_FALSE, stride, (void *) 0);
|
||||
glVertexAttribPointer(index, size, type, GL_FALSE, stride, (void *) offset);
|
||||
break;
|
||||
}
|
||||
glEnableVertexAttribArray(index);
|
||||
|
|
|
@ -28,7 +28,7 @@ namespace simpleengine::gfx {
|
|||
glDeleteBuffers(1, &handle);
|
||||
}
|
||||
|
||||
void bind() {
|
||||
void bind() const {
|
||||
glBindBuffer(type, handle);
|
||||
}
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,166 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_SHADER_H
|
||||
#define SIMPLEENGINE_SHADER_H
|
||||
|
||||
#include <gl/glew.h>
|
||||
#include <gl/gl.h>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "event/event.h"
|
||||
|
||||
#include <exception>
|
||||
#include <fstream>
|
||||
#include <gl/gl.h>
|
||||
#include <memory>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
|
||||
namespace simpleengine {
|
||||
class ShaderException : public std::runtime_error {
|
||||
public:
|
||||
explicit ShaderException(char const* const msg) : std::runtime_error(msg) {
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
enum ShaderType {
|
||||
ST_Vertex = GL_VERTEX_SHADER,
|
||||
ST_Fragment = GL_FRAGMENT_SHADER,
|
||||
};
|
||||
|
||||
class Shader : public simpleengine::Event {
|
||||
private:
|
||||
using super = simpleengine::Event;
|
||||
protected:
|
||||
Shader() {
|
||||
|
||||
}
|
||||
public:
|
||||
static Shader from_source(const ShaderType& type, std::string& shader_source) {
|
||||
Shader shd = Shader::from_source(std::make_shared<GLuint>(glCreateProgram()), type, shader_source);
|
||||
|
||||
shd.link();
|
||||
shd.delete_shader();
|
||||
|
||||
return shd;
|
||||
}
|
||||
|
||||
static Shader from_source(std::shared_ptr<GLuint> program, const ShaderType& type, std::string& shader_source) {
|
||||
Shader shd;
|
||||
shd.program = program;
|
||||
shd.shader = glCreateShader(type);
|
||||
|
||||
const GLchar* vert_src = shader_source.c_str();
|
||||
glShaderSource(shd.shader, 1, &vert_src, NULL);
|
||||
glCompileShader(shd.shader);
|
||||
|
||||
GLint success = false;
|
||||
glGetShaderiv(shd.shader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (!success) {
|
||||
char log[512];
|
||||
glGetShaderInfoLog(shd.shader, 512, NULL, log);
|
||||
|
||||
std::cerr << "Failed to load shader from source:" << std::endl << log << std::endl;
|
||||
throw ShaderException("Failed to compile shader!");
|
||||
}
|
||||
|
||||
glAttachShader(*shd.program, shd.shader);
|
||||
|
||||
return shd;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Load a shader from a filepath.
|
||||
*
|
||||
* @param type The type of the shader.
|
||||
* @param shader_path The path of the shader source.
|
||||
*/
|
||||
static Shader from_filepath(const ShaderType& type, const std::string& shader_path) {
|
||||
Shader shd = Shader::from_filepath(std::make_shared<GLuint>(glCreateProgram()), type, shader_path);
|
||||
|
||||
shd.link();
|
||||
shd.delete_shader();
|
||||
|
||||
return shd;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Load a shader from a filepath.
|
||||
*
|
||||
* @param program The shader program that this shader will be attached to.
|
||||
* @param type The type of the shader.
|
||||
* @param shader_path The path of shader source.
|
||||
*/
|
||||
static Shader from_filepath(std::shared_ptr<GLuint> program, const ShaderType& type,
|
||||
const std::string& shader_path) {
|
||||
std::ifstream fstream(shader_path, std::ios::in);
|
||||
|
||||
if (!fstream.is_open()) {
|
||||
std::cerr << "Failed to open shader file: " << shader_path << std::endl;
|
||||
throw ShaderException("Failed to open shader file!");
|
||||
}
|
||||
|
||||
std::stringstream ss;
|
||||
{
|
||||
std::string str;
|
||||
while (std::getline(fstream, str))
|
||||
{
|
||||
ss << str << std::endl;
|
||||
}
|
||||
}
|
||||
std::string ss_str = ss.str();
|
||||
|
||||
return Shader::from_source(type, ss_str);
|
||||
}
|
||||
|
||||
virtual ~Shader() {
|
||||
delete_shader();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Link the shader program and checks for errors.
|
||||
*
|
||||
*/
|
||||
void link() {
|
||||
glLinkProgram(*program);
|
||||
|
||||
GLint success = false;
|
||||
glGetProgramiv(*program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (!success) {
|
||||
std::cerr << "Failed to link shader program!" << std::endl;
|
||||
throw ShaderException("Failed to link shader program!");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Delete the shader with glDeleteShader. Only do this after we've linked.
|
||||
*
|
||||
*/
|
||||
void delete_shader() {
|
||||
glDeleteShader(shader);
|
||||
}
|
||||
|
||||
virtual void update(const float& delta_time) override {
|
||||
//super::update(delta_time);
|
||||
}
|
||||
|
||||
virtual void render(std::shared_ptr<GLFWwindow> target) override {
|
||||
//super::render(target);
|
||||
}
|
||||
|
||||
std::shared_ptr<GLuint> program;
|
||||
private:
|
||||
GLuint shader;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_SHADER_H
|
|
@ -12,7 +12,7 @@
|
|||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "event/event.h"
|
||||
#include "shader.h"
|
||||
#include "gfx/shader.h"
|
||||
|
||||
#include <exception>
|
||||
#include <fstream>
|
||||
|
@ -38,11 +38,11 @@ namespace simpleengine {
|
|||
/**
|
||||
* @brief Add a shader to this shader program. Also checks that its using the same `program` as this.
|
||||
*
|
||||
* @see ShaderProgram::add_shader(const ShaderType& type, const std::string& shader_path)
|
||||
* @see ShaderProgram::add_shader(const gfx::ShaderType& type, const std::string& shader_path)
|
||||
* @param shader The shader to add.
|
||||
* @return ShaderProgram& self
|
||||
*/
|
||||
ShaderProgram& add_shader(Shader& shader) {
|
||||
ShaderProgram& add_shader(gfx::Shader& shader) {
|
||||
if (shader.program != this->program) {
|
||||
throw std::runtime_error("The added shader does not have the same program as this shade program!");
|
||||
}
|
||||
|
@ -59,8 +59,8 @@ namespace simpleengine {
|
|||
* @param shader_path The path of the shader.
|
||||
* @return ShaderProgram& self
|
||||
*/
|
||||
ShaderProgram& add_shader_from_source(const ShaderType& type, std::string& shader_source) {
|
||||
Shader shd = Shader::from_source(program, type, shader_source);
|
||||
ShaderProgram& add_shader_from_source(const gfx::ShaderType& type, std::string& shader_source) {
|
||||
gfx::Shader shd = gfx::Shader::from_source(program, type, shader_source);
|
||||
|
||||
shaders.emplace_back(shd);
|
||||
|
||||
|
@ -74,8 +74,8 @@ namespace simpleengine {
|
|||
* @param shader_path The path of the shader.
|
||||
* @return ShaderProgram& self
|
||||
*/
|
||||
ShaderProgram& add_shader_from_path(const ShaderType& type, const std::string& shader_path) {
|
||||
Shader shd = Shader::from_filepath(program, type, shader_path);
|
||||
ShaderProgram& add_shader_from_path(const gfx::ShaderType& type, const std::string& shader_path) {
|
||||
gfx::Shader shd = gfx::Shader::from_filepath(program, type, shader_path);
|
||||
|
||||
shaders.emplace_back(shd);
|
||||
|
||||
|
@ -98,10 +98,10 @@ namespace simpleengine {
|
|||
|
||||
if (!success) {
|
||||
std::cerr << "Failed to link shader program!" << std::endl;
|
||||
throw ShaderException("Failed to link shader program!");
|
||||
throw gfx::ShaderException("Failed to link shader program!");
|
||||
}
|
||||
|
||||
for (Shader& shader : shaders) {
|
||||
for (gfx::Shader& shader : shaders) {
|
||||
shader.delete_shader();
|
||||
}
|
||||
}
|
||||
|
@ -115,7 +115,7 @@ namespace simpleengine {
|
|||
}
|
||||
|
||||
std::shared_ptr<GLuint> program;
|
||||
std::vector<Shader> shaders;
|
||||
std::vector<gfx::Shader> shaders;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
|
||||
#include "../../gfx/vbo.h"
|
||||
#include "../../gfx/vao.h"
|
||||
#include "simpleengine/gfx/vao.h"
|
||||
#include "../../gfx/texture.h"
|
||||
|
||||
#include <stdint.h>
|
||||
#include <vector>
|
||||
|
@ -29,6 +29,7 @@ namespace simpleengine::shapes_2d {
|
|||
using super = simpleengine::Renderable;
|
||||
private:
|
||||
std::shared_ptr<GLuint> shader_program;
|
||||
Texture& texture;
|
||||
public:
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<GLuint> indicies;
|
||||
|
@ -36,10 +37,10 @@ namespace simpleengine::shapes_2d {
|
|||
gfx::VBO vbo;
|
||||
gfx::VAO vao;
|
||||
|
||||
Square(std::shared_ptr<GLuint> shader_program, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
|
||||
Square(std::shared_ptr<GLuint> shader_program, Texture& texture, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
|
||||
super(nullptr), shader_program(shader_program), vertices(vertices), indicies(indicies),
|
||||
ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
|
||||
vao(gfx::VAO()) {
|
||||
texture(texture) {
|
||||
|
||||
vao.bind();
|
||||
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
|
||||
|
@ -65,6 +66,8 @@ namespace simpleengine::shapes_2d {
|
|||
}
|
||||
|
||||
virtual void render(std::shared_ptr<GLFWwindow> target) override {
|
||||
texture.bind();
|
||||
|
||||
glUseProgram(*shader_program);
|
||||
|
||||
vao.bind();
|
||||
|
|
|
@ -15,10 +15,11 @@
|
|||
|
||||
#include "../../renderable.h"
|
||||
#include "../../vertex.h"
|
||||
|
||||
#include "../../gfx/vbo.h"
|
||||
#include "../../gfx/vao.h"
|
||||
#include "simpleengine/gfx/vao.h"
|
||||
#include "../../gfx/shader.h"
|
||||
#include "../../gfx/texture.h"
|
||||
#include "../../optional.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
|
@ -27,64 +28,52 @@ namespace simpleengine::shapes_2d {
|
|||
private:
|
||||
using super = simpleengine::Renderable;
|
||||
private:
|
||||
std::shared_ptr<GLuint> shader_program;
|
||||
gfx::Shader shader; // This only stores the shader program
|
||||
nonstd::optional<Texture> texture;
|
||||
public:
|
||||
std::vector<Vertex> vertices;
|
||||
gfx::VBO vbo;
|
||||
gfx::VAO vao;
|
||||
|
||||
Triangle(std::shared_ptr<GLuint> shader_program, std::vector<Vertex> vertices) : super(nullptr),
|
||||
shader_program(shader_program), vertices(vertices), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
|
||||
vao(gfx::VAO()) {
|
||||
|
||||
Triangle(gfx::Shader shader, std::vector<Vertex> vertices) : super(nullptr),
|
||||
shader(shader), vertices(vertices), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)), texture(nonstd::nullopt) {
|
||||
vao.bind();
|
||||
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
|
||||
|
||||
/* vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, position));
|
||||
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, position));
|
||||
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, color));
|
||||
vao.enable_attrib(vbo, 2, 2, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, tex_coord)); */
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
|
||||
glEnableVertexAttribArray(2);
|
||||
vao.enable_attrib(vbo, 2, 2, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, tex_coord));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
/* glCreateVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
Triangle(std::shared_ptr<GLuint> shader_program, std::vector<Vertex> vertices) :
|
||||
Triangle(gfx::Shader(shader_program), vertices) {
|
||||
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0); */
|
||||
}
|
||||
|
||||
virtual ~Triangle() = default;
|
||||
|
||||
|
||||
void set_texture(Texture texture) {
|
||||
this->texture = texture;
|
||||
}
|
||||
|
||||
virtual void update(const float& delta_time) override {
|
||||
|
||||
}
|
||||
|
||||
virtual void render(std::shared_ptr<GLFWwindow> target) override {
|
||||
glUseProgram(*shader_program);
|
||||
shader.use();
|
||||
|
||||
// If theres a texture set, tell the fragment shader that and bind to the texture for drawing.
|
||||
if (texture.has_value()) {
|
||||
shader.setUniformInt("texture_is_set", true, false);
|
||||
texture.value().bind();
|
||||
} else {
|
||||
shader.setUniformInt("texture_is_set", false, false);
|
||||
}
|
||||
|
||||
vao.bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
|
||||
}
|
||||
|
|
|
@ -0,0 +1,343 @@
|
|||
#include "gfx/shader.h"
|
||||
|
||||
#include <glm/fwd.hpp>
|
||||
#include <memory>
|
||||
|
||||
namespace simpleengine::gfx {
|
||||
Shader::Shader(std::shared_ptr<GLuint> program) : program(program) {
|
||||
|
||||
}
|
||||
|
||||
Shader::Shader(std::shared_ptr<GLuint> program, GLuint shader) : program(program), shader(shader) {
|
||||
|
||||
}
|
||||
|
||||
Shader Shader::from_source(const ShaderType& type, std::string& shader_source) {
|
||||
Shader shd = Shader::from_source(std::make_shared<GLuint>(glCreateProgram()), type, shader_source);
|
||||
|
||||
shd.link();
|
||||
shd.delete_shader();
|
||||
|
||||
return shd;
|
||||
}
|
||||
|
||||
Shader Shader::from_source(std::shared_ptr<GLuint> program, const ShaderType& type, std::string& shader_source) {
|
||||
Shader shd;
|
||||
shd.program = program;
|
||||
shd.shader = glCreateShader(type);
|
||||
|
||||
const GLchar* vert_src = shader_source.c_str();
|
||||
glShaderSource(shd.shader, 1, &vert_src, NULL);
|
||||
glCompileShader(shd.shader);
|
||||
|
||||
GLint success = false;
|
||||
glGetShaderiv(shd.shader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (!success) {
|
||||
char log[512];
|
||||
glGetShaderInfoLog(shd.shader, 512, NULL, log);
|
||||
|
||||
std::cerr << "Failed to load shader from source:" << std::endl << log << std::endl;
|
||||
throw ShaderException("Failed to compile shader!");
|
||||
}
|
||||
|
||||
glAttachShader(*shd.program, shd.shader);
|
||||
|
||||
return shd;
|
||||
}
|
||||
|
||||
Shader Shader::from_filepath(const ShaderType& type, const std::string& shader_path) {
|
||||
Shader shd = Shader::from_filepath(std::make_shared<GLuint>(glCreateProgram()), type, shader_path);
|
||||
|
||||
shd.link();
|
||||
shd.delete_shader();
|
||||
|
||||
return shd;
|
||||
}
|
||||
|
||||
Shader Shader::from_filepath(std::shared_ptr<GLuint> program, const ShaderType& type,
|
||||
const std::string& shader_path) {
|
||||
std::ifstream fstream(shader_path, std::ios::in);
|
||||
|
||||
if (!fstream.is_open()) {
|
||||
std::cerr << "Failed to open shader file: " << shader_path << std::endl;
|
||||
throw ShaderException("Failed to open shader file!");
|
||||
}
|
||||
|
||||
std::stringstream ss;
|
||||
{
|
||||
std::string str;
|
||||
while (std::getline(fstream, str))
|
||||
{
|
||||
ss << str << std::endl;
|
||||
}
|
||||
}
|
||||
std::string ss_str = ss.str();
|
||||
|
||||
return Shader::from_source(type, ss_str);
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
delete_shader();
|
||||
}
|
||||
|
||||
void Shader::link() {
|
||||
glLinkProgram(*program);
|
||||
|
||||
GLint success = false;
|
||||
glGetProgramiv(*program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (!success) {
|
||||
std::cerr << "Failed to link shader program!" << std::endl;
|
||||
throw ShaderException("Failed to link shader program!");
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::delete_shader() {
|
||||
glDeleteShader(shader);
|
||||
}
|
||||
|
||||
void Shader::use() const {
|
||||
glUseProgram(*program);
|
||||
}
|
||||
|
||||
void Shader::unuse() {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
GLfloat Shader::getUniformFloat(GLint location) const {
|
||||
use();
|
||||
|
||||
GLfloat fl;
|
||||
glGetUniformfv(*program, location, &fl);
|
||||
|
||||
return fl;
|
||||
}
|
||||
|
||||
GLfloat Shader::getUniformFloat(const char* uniform_name) const {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
return getUniformFloat(location);
|
||||
}
|
||||
|
||||
GLint Shader::getUniformInt(GLint location) const {
|
||||
use();
|
||||
|
||||
GLint _int;
|
||||
glGetUniformiv(*program, location, &_int);
|
||||
|
||||
return _int;
|
||||
}
|
||||
|
||||
GLint Shader::getUniformInt(const char* uniform_name) const {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
return getUniformInt(location);
|
||||
}
|
||||
|
||||
GLuint Shader::getUniformUInt(GLint location) const {
|
||||
use();
|
||||
|
||||
GLuint _uint;
|
||||
glGetUniformuiv(*program, location, &_uint);
|
||||
|
||||
return _uint;
|
||||
}
|
||||
|
||||
GLuint Shader::getUniformUInt(const char* uniform_name) const {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
return getUniformUInt(location);
|
||||
}
|
||||
|
||||
GLdouble Shader::getUniformDouble(GLint location) const {
|
||||
use();
|
||||
|
||||
GLdouble dbl;
|
||||
glGetUniformdv(*program, location, &dbl);
|
||||
|
||||
return dbl;
|
||||
}
|
||||
|
||||
GLdouble Shader::getUniformDouble(const char* uniform_name) const {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
return getUniformDouble(location);
|
||||
}
|
||||
|
||||
void Shader::setUniformFloat(GLint location, GLfloat fl, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform1f(location, fl);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformFloat(const char* uniform_name, GLfloat fl, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformFloat(location, fl, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformFloatVec2(GLint location, glm::vec2 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform2f(location, vec.x, vec.y);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformFloatVec2(const char* uniform_name, glm::vec2 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformFloatVec2(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformFloatVec3(GLint location, glm::vec3 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform3f(location, vec.x, vec.y, vec.z);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformFloatVec3(const char* uniform_name, glm::vec3 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformFloatVec3(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformFloatVec4(GLint location, glm::vec4 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform4f(location, vec.x, vec.y, vec.z, vec.w);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformFloatVec4(const char* uniform_name, glm::vec4 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformFloatVec4(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformInt(GLint location, GLint i, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform1i(location, i);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformInt(const char* uniform_name, GLint i, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformInt(location, i, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformIntVec2(GLint location, glm::ivec2 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform2i(location, vec.x, vec.y);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformIntVec2(const char* uniform_name, glm::ivec2 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformIntVec2(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformIntVec3(GLint location, glm::ivec3 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform3i(location, vec.x, vec.y, vec.z);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformIntVec3(const char* uniform_name, glm::ivec3 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformIntVec3(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformIntVec4(GLint location, glm::ivec4 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform4i(location, vec.x, vec.y, vec.z, vec.w);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformIntVec4(const char* uniform_name, glm::ivec4 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformIntVec4(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformUInt(GLint location, GLuint ui, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform1ui(location, ui);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformUInt(const char* uniform_name, GLuint ui, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformUInt(location, ui, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformUIntVec2(GLint location, glm::uvec2 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform2ui(location, vec.x, vec.y);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformUIntVec2(const char* uniform_name, glm::uvec2 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformUIntVec2(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformUIntVec3(GLint location, glm::uvec3 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform3ui(location, vec.x, vec.y, vec.z);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformUIntVec3(const char* uniform_name, glm::uvec3 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformUIntVec3(location, vec, bind_shader);
|
||||
}
|
||||
|
||||
void Shader::setUniformUIntVec4(GLint location, glm::uvec4 vec, bool bind_shader) {
|
||||
if (bind_shader) {
|
||||
use();
|
||||
}
|
||||
glUniform4ui(location, vec.x, vec.y, vec.z, vec.w);
|
||||
if (bind_shader) {
|
||||
unuse();
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setUniformUIntVec4(const char* uniform_name, glm::uvec4 vec, bool bind_shader) {
|
||||
int location = glGetUniformLocation(*program, uniform_name);
|
||||
setUniformUIntVec4(location, vec, bind_shader);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue