Add Shader class
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@@ -0,0 +1,10 @@
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#version 450 core
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layout(location = 0) out vec4 color;
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in vec3 position;
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void main()
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{
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color = vec4(position * 0.5f + 0.5f, 1.0f);
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}
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@@ -0,0 +1,11 @@
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#version 450 core
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layout(location = 0) in vec3 a_position;
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out vec3 position;
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void main()
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{
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position = a_position;
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gl_Position = vec4(a_position, 1.0f);
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}
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@@ -0,0 +1,140 @@
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#include <vector> // std::vector
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#include <glad/glad.h>
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#include "inferno/core.h"
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#include "inferno/file.h"
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#include "inferno/log.h"
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#include "inferno/render/shader.h"
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namespace Inferno {
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Shader::Shader(const std::string &vertexSource, const std::string &fragmentSource) :
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m_program(0)
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{
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// Get file contents
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std::string vertexSrc = File::read(vertexSource);
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std::string fragmentSrc = File::read(fragmentSource);
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// Compile shaders
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uint32_t vertexID = compileShader(GL_VERTEX_SHADER, vertexSrc.c_str());
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uint32_t fragmentID = compileShader(GL_FRAGMENT_SHADER, fragmentSrc.c_str());
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// Link shaders
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if (vertexID > 0 && fragmentID > 0) {
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m_program = linkShader(vertexID, fragmentID);
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}
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// Clear resources
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else if (vertexID > 0) glDeleteShader(vertexID);
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else if (fragmentID > 0) glDeleteShader(fragmentID);
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}
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Shader::~Shader()
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{
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if (m_program > 0) {
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glDeleteProgram(m_program);
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m_program = 0;
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}
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}
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// -----------------------------------------
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void Shader::bind() const
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{
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glUseProgram(m_program);
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}
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void Shader::unbind() const
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{
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glUseProgram(0);
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}
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// -----------------------------------------
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uint32_t Shader::getProgram() const
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{
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return m_program;
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}
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// -----------------------------------------
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uint32_t Shader::compileShader(int32_t type, const char* source) const
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{
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// Create new shader
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uint32_t shader = 0;
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shader = glCreateShader(type);
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// Attach shader source to shader object
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glShaderSource(shader, 1, &source, nullptr);
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// Compile shader
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glCompileShader(shader);
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// Check compilation status
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if (checkStatus(shader) == GL_TRUE) {
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return shader;
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}
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// On fail
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glDeleteShader(shader);
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return 0;
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}
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uint32_t Shader::linkShader(uint32_t vertex, uint32_t fragment) const
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{
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// Create new shader program
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uint32_t shaderProgram = 0;
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shaderProgram = glCreateProgram();
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// Attach both shaders to the shader program
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glAttachShader(shaderProgram, vertex);
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glAttachShader(shaderProgram, fragment);
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// Setup vertex attributes
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glBindAttribLocation(shaderProgram, 0, "a_position");
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// Link the shaders
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glLinkProgram(shaderProgram);
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// Clear resources
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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// Check linking status
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if (checkStatus(shaderProgram, true) == GL_TRUE) {
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return shaderProgram;
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}
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// On fail
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glDeleteProgram(shaderProgram);
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return 0;
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}
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int32_t Shader::checkStatus(uint32_t check, bool isProgram) const
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{
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int32_t success;
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int32_t maxLength = 0;
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std::vector<char> infoLog;
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// Get the compilation/linking status
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!isProgram
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? glGetShaderiv(check, GL_COMPILE_STATUS, &success)
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: glGetProgramiv(check, GL_LINK_STATUS, &success);
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if (success != GL_TRUE) {
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// Get max length of the log including \0 terminator
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!isProgram
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? glGetShaderiv(check, GL_INFO_LOG_LENGTH, &maxLength)
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: glGetProgramiv(check, GL_INFO_LOG_LENGTH, &maxLength);
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// Reserve data for the log
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infoLog.reserve(maxLength);
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// Retrieve the error message
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!isProgram
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? glGetShaderInfoLog(check, maxLength, nullptr, &infoLog[0])
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: glGetProgramInfoLog(check, maxLength, nullptr, &infoLog[0]);
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NF_CORE_WARN("Shader %s", infoLog.data());
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}
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NF_CORE_ASSERT(success == GL_TRUE, "Shader program creation failed!")
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return success;
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}
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}
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@@ -0,0 +1,41 @@
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#ifndef SHADER_H
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#define SHADER_H
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#define INFO_LOG_SIZE 512
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#include <cstdint> // std::int32_t, std::uint32_t
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#include <string> // std::string
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#include <glm/glm.hpp>
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namespace Inferno {
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class Shader {
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public:
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Shader(const std::string &vertexSource, const std::string &fragmentSource);
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~Shader();
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// -----------------------------------------
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void bind() const;
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void unbind() const;
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// -----------------------------------------
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uint32_t getProgram() const;
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// -----------------------------------------
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protected:
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uint32_t compileShader(int32_t type, const char* shaderSource) const;
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uint32_t linkShader(uint32_t vertex, uint32_t fragment) const;
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int32_t checkStatus(uint32_t check, bool isProgram = false) const;
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private:
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uint32_t m_program;
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};
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}
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#endif // SHADER_H
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