Implement textures and add more stuff to Shader

This commit is contained in:
SeanOMik 2021-11-27 13:52:48 -05:00
parent 79f5fba2ec
commit 97e1ce44cd
13 changed files with 2565 additions and 245 deletions

View File

@ -4,8 +4,15 @@ in vec3 vs_position;
in vec3 vs_color;
in vec2 vs_texcoord;
uniform bool texture_is_set;
uniform sampler2D vs_texture;
out vec4 fs_color;
void main() {
fs_color = vec4(vs_color, 1.f);
if (texture_is_set) {
fs_color = texture(vs_texture, vs_texcoord) * vec4(vs_color, 1.0);
} else {
fs_color = vec4(vs_color, 1.0);
}
}

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@ -11,7 +11,7 @@ out vec2 vs_texcoord;
void main() {
vs_position = vertex_position;
vs_color = vertex_color;
vs_texcoord = vec2(vertex_texcoord.x, vertex_texcoord.y);
vs_texcoord = vertex_texcoord;
gl_Position = vec4(vertex_position, 1.f);
}

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@ -3,8 +3,9 @@
// Github: https://github.com/SeanOMik
//
#include "simpleengine/gfx/texture.h"
#include "simpleengine/shapes/2d/square.h"
#include <simpleengine/shader.h>
#include <simpleengine/gfx/shader.h>
#include <simpleengine/renderable.h>
#include <simpleengine/event/event.h>
#include <simpleengine/shader_program.h>
@ -20,6 +21,8 @@
#include <cmrc/cmrc.hpp>
CMRC_DECLARE(resource_shaders);
#include <SOIL2/SOIL2.h>
std::string read_resource_shader(const std::string& path) {
auto fs = cmrc::resource_shaders::get_filesystem();
cmrc::file vertex_file = fs.open(path);
@ -36,25 +39,29 @@ int main(int argc, char *argv[]) {
// Create shader program
simpleengine::ShaderProgram shader_prog;
shader_prog.add_shader_from_source(simpleengine::ShaderType::ST_Vertex, vertex_core);
shader_prog.add_shader_from_source(simpleengine::ShaderType::ST_Fragment, fragment_core);
shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Vertex, vertex_core);
shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Fragment, fragment_core);
shader_prog.link();
std::shared_ptr<GLuint> base_shader_program = shader_prog.program;
simpleengine::Texture wall_texture("resources/wall.jpg");
simpleengine::Texture crate_texture("resources/container.jpg", true, true);
std::vector<simpleengine::Vertex> vertices = {
{glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f)},
{glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(0.f, 0.f)},
{glm::vec3(0.f, 0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(1.f, 0.f)},
{glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f)}, // bottom left
{glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f)}, // bottom right
{glm::vec3(0.f, 0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f)}, // top
};
std::shared_ptr<simpleengine::Event> tri(new simpleengine::shapes_2d::Triangle(base_shader_program, vertices));
std::shared_ptr<simpleengine::shapes_2d::Triangle> tri(new simpleengine::shapes_2d::Triangle(base_shader_program, vertices));
//tri->set_texture(wall_texture);
game.add_event(tri);
/* std::vector<simpleengine::Vertex> vertices = {
{ glm::vec3(0.5f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f) },
{ glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(0.f, 0.f) },
{ glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(1.f, 0.f) },
{ glm::vec3(-0.5f, 0.5f, 0.f), glm::vec3(0.75f, 0.75f, 0.75f), glm::vec2(1.f, 1.f) },
{ glm::vec3(0.5f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
{ glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
{ glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
{ glm::vec3(-0.5f, 0.5f, 0.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
};
std::vector<GLuint> indicies = {
@ -62,7 +69,7 @@ int main(int argc, char *argv[]) {
1, 2, 3
};
std::shared_ptr<simpleengine::Event> square(new simpleengine::shapes_2d::Square(base_shader_program, vertices, indicies));
std::shared_ptr<simpleengine::Event> square(new simpleengine::shapes_2d::Square(base_shader_program, crate_texture, vertices, indicies));
game.add_event(square); */
return game.run();

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@ -0,0 +1,202 @@
//
// Created by SeanOMik on 7/2/2020.
// Github: https://github.com/SeanOMik
//
#ifndef SIMPLEENGINE_SHADER_H
#define SIMPLEENGINE_SHADER_H
#include <chrono>
#include <gl/glew.h>
#include <gl/gl.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include "../event/event.h"
#include <exception>
#include <fstream>
#include <memory>
#include <stdexcept>
#include <string>
#include <iostream>
#include <sstream>
namespace simpleengine::gfx {
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 {
protected:
Shader() {
}
public:
std::shared_ptr<GLuint> program;
GLuint shader;
Shader(std::shared_ptr<GLuint> program);
Shader(std::shared_ptr<GLuint> program, GLuint shader);
static Shader from_source(const ShaderType& type, std::string& shader_source);
static Shader from_source(std::shared_ptr<GLuint> program, const ShaderType& type, std::string& shader_source);
/**
* @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);
/**
* @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);
virtual ~Shader();
/**
* @brief Link the shader program and checks for errors.
*
*/
void link();
/**
* @brief Delete the shader with glDeleteShader. Only do this after we've linked.
*
*/
void delete_shader();
/**
* @brief Use the shader program.
*
*/
void use() const;
/**
* @brief Un-use the shader program by using the id of "0".
*
*/
static void unuse();
/**
* @brief Get a Uniform Float from the shader using a `location`.
*
* @param location The location of the uniform float.
* @return GLfloat The value of the uniform float from the shader.
*/
GLfloat getUniformFloat(GLint location) const;
/**
* @brief Get a Uniform Float from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLfloat The value of the uniform float from the shader.
*/
GLfloat getUniformFloat(const char* uniform_name) const;
/**
* @brief Get a Uniform integer from the shader using a `location`.
*
* @param location The location of the uniform integer.
* @return GLint The value of the uniform integer from the shader.
*/
GLint getUniformInt(GLint location) const;
/**
* @brief Get a Uniform integer from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLint The value of the uniform integer from the shader.
*/
GLint getUniformInt(const char* uniform_name) const;
/**
* @brief Get a Uniform unsigned integer from the shader using a `location`.
*
* @param location The location of the uniform unsigned integer.
* @return GLuint The value of the uniform unsigned integer from the shader.
*/
GLuint getUniformUInt(GLint location) const;
/**
* @brief Get a Uniform unsigned integer from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLuint The value of the uniform unsigned integer from the shader.
*/
GLuint getUniformUInt(const char* uniform_name) const;
/**
* @brief Get a Uniform double from the shader using a `location`.
*
* @param location The location of the uniform double.
* @return GLdouble The value of the uniform double from the shader.
*/
GLdouble getUniformDouble(GLint location) const;
/**
* @brief Get a Uniform double from the shader finding the location of the uniform using `uniform_name`.
*
* @param uniform_name The name of the uniform inside of the shader.
* @return GLdouble The value of the uniform double from the shader.
*/
GLdouble getUniformDouble(const char* uniform_name) const;
void setUniformFloat(GLint location, GLfloat fl, bool bind_shader = true);
void setUniformFloat(const char* uniform_name, GLfloat fl, bool bind_shader = true);
void setUniformFloatVec2(GLint location, glm::vec2 vec, bool bind_shader = true);
void setUniformFloatVec2(const char* uniform_name, glm::vec2 vec, bool bind_shader = true);
void setUniformFloatVec3(GLint location, glm::vec3 vec, bool bind_shader = true);
void setUniformFloatVec3(const char* uniform_name, glm::vec3 vec, bool bind_shader = true);
void setUniformFloatVec4(GLint location, glm::vec4 vec, bool bind_shader = true);
void setUniformFloatVec4(const char* uniform_name, glm::vec4 vec, bool bind_shader = true);
void setUniformInt(GLint location, GLint i, bool bind_shader = true);
void setUniformInt(const char* uniform_name, GLint i, bool bind_shader = true);
void setUniformIntVec2(GLint location, glm::ivec2 vec, bool bind_shader = true);
void setUniformIntVec2(const char* uniform_name, glm::ivec2 vec, bool bind_shader = true);
void setUniformIntVec3(GLint location, glm::ivec3 vec, bool bind_shader = true);
void setUniformIntVec3(const char* uniform_name, glm::ivec3 vec, bool bind_shader = true);
void setUniformIntVec4(GLint location, glm::ivec4 vec, bool bind_shader = true);
void setUniformIntVec4(const char* uniform_name, glm::ivec4 vec, bool bind_shader = true);
void setUniformUInt(GLint location, GLuint ui, bool bind_shader = true);
void setUniformUInt(const char* uniform_name, GLuint ui, bool bind_shader = true);
void setUniformUIntVec2(GLint location, glm::uvec2 vec, bool bind_shader = true);
void setUniformUIntVec2(const char* uniform_name, glm::uvec2 vec, bool bind_shader = true);
void setUniformUIntVec3(GLint location, glm::uvec3 vec, bool bind_shader = true);
void setUniformUIntVec3(const char* uniform_name, glm::uvec3 vec, bool bind_shader = true);
void setUniformUIntVec4(GLint location, glm::uvec4 vec, bool bind_shader = true);
void setUniformUIntVec4(const char* uniform_name, glm::uvec4 vec, bool bind_shader = true);
};
}
#endif //SIMPLEENGINE_SHADER_H

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@ -0,0 +1,139 @@
//
// Created by SeanOMik on 7/2/2020.
// Github: https://github.com/SeanOMik
//
#ifndef SIMPLEENGINE_TEXTURE_H
#define SIMPLEENGINE_TEXTURE_H
#include <gl/glew.h>
#include <gl/gl.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <SOIL2/SOIL2.h>
#include <stdexcept>
#include <vector>
#include <iostream>
namespace simpleengine {
class Texture {
private:
unsigned char* img_data;
unsigned int texture_id;
unsigned int image_type;
public:
int height;
int width;
int channels;
/**
* @brief Construct a new Texture object from a path.
*
* @param path The path of the image for the Texture.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture(const char* path, bool img_2d = true, bool mipmap = true) {
image_type = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
glGenTextures(1, &texture_id);
bind();
glTexParameteri(image_type, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(image_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
img_data = SOIL_load_image
(
path,
&width, &height, &channels,
SOIL_LOAD_RGBA
);
if (!img_data) {
std::cerr << "Failed to load texture from memory! (" << SOIL_last_result() << ")" << std::endl;
throw std::runtime_error("Failed to load texture from memory!");
}
glTexImage2D(image_type, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data);
if (mipmap) {
glGenerateMipmap(image_type);
}
SOIL_free_image_data(img_data);
glBindTexture(image_type, 0);
}
/**
* @brief Construct a new Texture object from the loaded file buffer.
*
* @param buffer The bytes of the loaded file.
* @param buffer_length The length of the buffer.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture(const unsigned char *const buffer, int buffer_length, bool img_2d = true, bool mipmap = true) {
image_type = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
glGenTextures(1, &texture_id);
bind();
glTexParameteri(image_type, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(image_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
img_data = SOIL_load_image_from_memory
(
buffer, buffer_length,
&width, &height, &channels,
SOIL_LOAD_RGBA
);
if (!img_data) {
std::cerr << "Failed to load texture from memory! (" << SOIL_last_result() << ")" << std::endl;
throw std::runtime_error("Failed to load texture from memory!");
}
glTexImage2D(image_type, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data);
if (mipmap) {
glGenerateMipmap(image_type);
}
SOIL_free_image_data(img_data);
glBindTexture(image_type, 0);
}
/**
* @brief Construct a new Texture object from the loaded file buffer.
*
* @param buffer The bytes of the loaded file.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture(std::vector<unsigned char> buffer, bool img_2d = true, bool mipmap = true) :
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

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@ -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);

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@ -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

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@ -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

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@ -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;
};
}

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@ -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();

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@ -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>
@ -27,63 +28,51 @@ 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());

343
src/gfx/shader.cpp Normal file
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@ -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);
}
}