minor refactor

This commit is contained in:
MihailRis 2024-02-25 02:15:38 +03:00
parent 43f9516870
commit 97479d5201
3 changed files with 97 additions and 95 deletions

View File

@ -52,10 +52,11 @@ bool assetload::shader(
std::string vertexSource = files::read_string(vertexFile);
std::string fragmentSource = files::read_string(fragmentFile);
Shader* shader = Shader::loadShader(
Shader* shader = Shader::create(
vertexFile.string(),
fragmentFile.string(),
vertexSource, fragmentSource);
vertexSource, fragmentSource
);
if (shader == nullptr) {
std::cerr << "failed to load shader '" << name << "'" << std::endl;

View File

@ -12,12 +12,7 @@
#include "../coders/GLSLExtension.h"
using std::cerr;
using std::endl;
using glm::vec2;
using glm::vec3;
using std::string;
using std::filesystem::path;
namespace fs = std::filesystem;
GLSLExtension* Shader::preprocessor = new GLSLExtension();
@ -25,106 +20,108 @@ Shader::Shader(unsigned int id) : id(id){
}
Shader::~Shader(){
glDeleteProgram(id);
glDeleteProgram(id);
}
void Shader::use(){
glUseProgram(id);
glUseProgram(id);
}
void Shader::uniformMatrix(string name, glm::mat4 matrix){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
void Shader::uniformMatrix(std::string name, glm::mat4 matrix){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::uniform1i(string name, int x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1i(transformLoc, x);
void Shader::uniform1i(std::string name, int x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1i(transformLoc, x);
}
void Shader::uniform1f(string name, float x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1f(transformLoc, x);
void Shader::uniform1f(std::string name, float x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1f(transformLoc, x);
}
void Shader::uniform2f(string name, float x, float y){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, x, y);
void Shader::uniform2f(std::string name, float x, float y){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, x, y);
}
void Shader::uniform2f(string name, vec2 xy){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, xy.x, xy.y);
void Shader::uniform2f(std::string name, glm::vec2 xy){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, xy.x, xy.y);
}
void Shader::uniform3f(string name, float x, float y, float z){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, x,y,z);
void Shader::uniform3f(std::string name, float x, float y, float z){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, x,y,z);
}
void Shader::uniform3f(string name, vec3 xyz){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, xyz.x, xyz.y, xyz.z);
void Shader::uniform3f(std::string name, glm::vec3 xyz){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, xyz.x, xyz.y, xyz.z);
}
Shader* Shader::loadShader(string vertexFile,
string fragmentFile,
string vertexCode,
string fragmentCode) {
vertexCode = preprocessor->process(path(vertexFile), vertexCode);
fragmentCode = preprocessor->process(path(fragmentFile), fragmentCode);
Shader* Shader::create(
std::string vertexFile,
std::string fragmentFile,
std::string vertexCode,
std::string fragmentCode
) {
vertexCode = preprocessor->process(fs::path(vertexFile), vertexCode);
fragmentCode = preprocessor->process(fs::path(fragmentFile), fragmentCode);
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
cerr << "SHADER::VERTEX: compilation failed: " << vertexFile << endl;
cerr << infoLog << endl;
return nullptr;
}
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
std::cerr << "SHADER::VERTEX: compilation failed: " << vertexFile << std::endl;
std::cerr << infoLog << std::endl;
return nullptr;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
cerr << "SHADER::FRAGMENT: compilation failed: " << vertexFile << endl;
cerr << infoLog << endl;
return nullptr;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success){
glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
std::cerr << "SHADER::FRAGMENT: compilation failed: " << vertexFile << std::endl;
std::cerr << infoLog << std::endl;
return nullptr;
}
// Shader Program
GLuint id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
glLinkProgram(id);
// Shader Program
GLuint id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
glLinkProgram(id);
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success){
glGetProgramInfoLog(id, 512, nullptr, infoLog);
cerr << "SHADER::PROGRAM: linking failed" << endl;
cerr << infoLog << endl;
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success){
glGetProgramInfoLog(id, 512, nullptr, infoLog);
std::cerr << "SHADER::PROGRAM: linking failed" << std::endl;
std::cerr << infoLog << std::endl;
glDeleteShader(vertex);
glDeleteShader(fragment);
return nullptr;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
return nullptr;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
return new Shader(id);
return new Shader(id);
}

View File

@ -8,23 +8,27 @@ class GLSLExtension;
class Shader {
public:
static GLSLExtension* preprocessor;
unsigned int id;
static GLSLExtension* preprocessor;
unsigned int id;
Shader(unsigned int id);
~Shader();
Shader(unsigned int id);
~Shader();
void use();
void uniformMatrix(std::string name, glm::mat4 matrix);
void uniform1i(std::string name, int x);
void uniform1f(std::string name, float x);
void uniform2f(std::string name, float x, float y);
void uniform2f(std::string name, glm::vec2 xy);
void uniform3f(std::string name, float x, float y, float z);
void uniform3f(std::string name, glm::vec3 xyz);
void use();
void uniformMatrix(std::string name, glm::mat4 matrix);
void uniform1i(std::string name, int x);
void uniform1f(std::string name, float x);
void uniform2f(std::string name, float x, float y);
void uniform2f(std::string name, glm::vec2 xy);
void uniform3f(std::string name, float x, float y, float z);
void uniform3f(std::string name, glm::vec3 xyz);
static Shader* loadShader(std::string vertexFile, std::string fragmentFile,
std::string vertexSource, std::string fragmentSource);
static Shader* create(
std::string vertexFile,
std::string fragmentFile,
std::string vertexSource,
std::string fragmentSource
);
};
#endif /* GRAPHICS_SHADER_H_ */