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Add Shader class

master
Riyyi 5 years ago
parent
commit
7c8a0c99a4
  1. 10
      assets/glsl/simple.frag
  2. 11
      assets/glsl/simple.vert
  3. 140
      inferno/src/inferno/render/shader.cpp
  4. 41
      inferno/src/inferno/render/shader.h

10
assets/glsl/simple.frag

@ -0,0 +1,10 @@
#version 450 core
layout(location = 0) out vec4 color;
in vec3 position;
void main()
{
color = vec4(position * 0.5f + 0.5f, 1.0f);
}

11
assets/glsl/simple.vert

@ -0,0 +1,11 @@
#version 450 core
layout(location = 0) in vec3 a_position;
out vec3 position;
void main()
{
position = a_position;
gl_Position = vec4(a_position, 1.0f);
}

140
inferno/src/inferno/render/shader.cpp

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

41
inferno/src/inferno/render/shader.h

@ -0,0 +1,41 @@
#ifndef SHADER_H
#define SHADER_H
#define INFO_LOG_SIZE 512
#include <cstdint> // std::int32_t, std::uint32_t
#include <string> // std::string
#include <glm/glm.hpp>
namespace Inferno {
class Shader {
public:
Shader(const std::string &vertexSource, const std::string &fragmentSource);
~Shader();
// -----------------------------------------
void bind() const;
void unbind() const;
// -----------------------------------------
uint32_t getProgram() const;
// -----------------------------------------
protected:
uint32_t compileShader(int32_t type, const char* shaderSource) const;
uint32_t linkShader(uint32_t vertex, uint32_t fragment) const;
int32_t checkStatus(uint32_t check, bool isProgram = false) const;
private:
uint32_t m_program;
};
}
#endif // SHADER_H
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