Loading files from shader files

This commit is contained in:
Vitor Fernandes 2020-06-20 01:30:40 +01:00
parent 20fa19ad53
commit 3157af8064
No known key found for this signature in database
GPG key ID: EBFB4EE09F348A26
4 changed files with 158 additions and 8 deletions

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@ -1,5 +1,5 @@
project(cpplab)
cmake_minimum_required(VERSION 2.8)
cmake_minimum_required(VERSION 3.17)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)

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@ -1,5 +1,17 @@
# Search for glfw
find_package(glfw3 3.3 REQUIRED)
# Search for glew
find_package(GLEW REQUIRED)
# Search for OpenGL
find_package(OpenGL REQUIRED)
# Add gl1 executable build from gl1.cpp
add_executable(gl1 gl1.cpp)
# Link gl1 with glfw lib
target_link_libraries(gl1 glfw)
# Link gl1 with OpenGL
target_link_libraries(gl1 OpenGL::GL)
# Link gl1 with glew
#target_link_libraries(gl1 glew)

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@ -1,15 +1,111 @@
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
typedef unsigned int uint;
struct ShaderProgramSource{
std::string VertexSource;
std::string FragmentSource;
};
const std::string SHADERS_PATH="src/opengl/res/shaders/Basic.shader";
static ShaderProgramSource ParseShader(const std::string path)
{
std::ifstream stream(path);
std::string line;
enum class ShaderType {
NONE=-1,VERTEX=0,FRAGMENT=1
};
std::stringstream ss[2];
ShaderType type = ShaderType::NONE;
while (getline(stream, line))
{
if (line.find("#shader") != std::string::npos)
{
if (line.find("vertex") != std::string::npos)
{
//vertex
type=ShaderType::VERTEX;
}
else if (line.find("fragment") != std::string::npos)
{
//Fragment
type=ShaderType::FRAGMENT;
}
}else
{
ss[(int)type] << line << '\n';
}
}
return {ss[0].str(),ss[1].str()};
}
static uint CompileShader(uint type, const std::string &source)
{
uint id = glCreateShader(type);
std::cout << "Shader ID: " << id << std::endl;
const char *const src = source.c_str();
//std::cout << "Source: " << std::endl << src << std::endl << std::endl;
glShaderSource(id, 1, &src, nullptr);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
std::cout << "Length: " << length << std::endl;
char *message = (char *)malloc(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile "
<< (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader: " << std::endl;
std::cout << message << std::endl;
free(message);
glDeleteProgram(id);
return 0;
}
return id;
};
/**
* Creates both shaders, links them and returns an identifier
*/
static uint CreateShader(const std::string &vertexShader, const std::string &fragmentShader)
{
uint program = glCreateProgram();
uint vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
uint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
};
int main(void)
{
GLFWwindow* window;
GLFWwindow *window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
window = glfwCreateWindow(640, 480, "OpenGL Window", NULL, NULL);
if (!window)
{
glfwTerminate();
@ -19,17 +115,44 @@ int main(void)
/* Make the window's context current */
glfwMakeContextCurrent(window);
//Print opengl version
std::cout << glGetString(GL_VERSION) << std::endl;
float positions[6] = {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f};
//Create buffer
//Buffer id
unsigned int buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
ShaderProgramSource source = ParseShader(SHADERS_PATH);
std::cout << "Shaders: " << source.VertexSource << std::endl;
std::cout << std::endl;
std::cout << source.FragmentSource << std::endl;
uint shader = CreateShader(source.VertexSource, source.FragmentSource);
glUseProgram(shader);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glVertex2f(-1.0f,-1.0f);
glVertex2f(0.0f,1.0f);
glVertex2f(1.0f,-1.0f);
glEnd();
// Legacy OpenGL
//glBegin(GL_TRIANGLES);
//glVertex2f(-1.0f, -1.0f);
//glVertex2f(0.0f, 1.0f);
//glVertex2f(1.0f, -1.0f);
//glEnd();
//Modern OpenGL
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);

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@ -0,0 +1,15 @@
#shader vertex
#version 330 core
layout(location = 0) in vec4 position;
void main(){
gl_Position=position;
}
#shader fragment
#version 330 core
layout(location = 0) out vec4 color;
void main(){
color=vec4(1.0,0.0,0.0,1.0);
}