Add small example

This commit is contained in:
2020-03-18 22:42:04 +01:00
parent d15fb54804
commit b50cb62ac3
16 changed files with 386 additions and 23 deletions

View File

@@ -1,4 +1,7 @@
#include <opengl-playground/openglshader.hpp>
#include <string.h>
#include <fstream>
#include <iostream>
OpenGlShaderProgram::OpenGlShaderProgram(std::string vertex_file, std::string geometry_file, std::string fragment_file)
{
@@ -10,12 +13,16 @@ OpenGlShaderProgram::OpenGlShaderProgram(std::string vertex_file, std::string ge
OpenGlShaderProgram::~OpenGlShaderProgram()
{
this->unload();
}
char *load_shader_program_from_file(std::string file_name)
std::string load_shader_program_from_file(std::string &file_name)
{
return NULL;
std::ifstream ifs(file_name);
std::string file_content((std::istreambuf_iterator<char>(ifs)),
(std::istreambuf_iterator<char>()));
return file_content;
}
int OpenGlShaderProgram::compile()
@@ -25,7 +32,8 @@ int OpenGlShaderProgram::compile()
char info_log[512];
unsigned int vertex_shader, geometry_shader, fragment_shader;
bool vertex_b = false, geo_b = false, frag_b = false;
char *src_code;
std::string src_code;
const char *c_string;
if (this->compiled) {
glDeleteProgram(shader_program);
@@ -37,32 +45,37 @@ int OpenGlShaderProgram::compile()
if (!vertex_file.empty()) {
vertex_b = true;
src_code = load_shader_program_from_file(this->vertex_file);
c_string = src_code.c_str();
/* Compile the vertex shader */
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &src_code, NULL);
glShaderSource(vertex_shader, 1, &c_string, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
free(src_code);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
fprintf(stderr, "%s\n", info_log);
printf("Error in vertex shader: %s\n", info_log);
ret_code = -1;
goto delete_vertex;
}
glAttachShader(this->shader_program, vertex_shader);
}
} else
printf("Empty\n");
if (!this->geometry_file.empty()) {
geo_b = true;
/* Compile the vertex shader */
geometry_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(geometry_shader, 1, &src_code, NULL);
src_code = load_shader_program_from_file(this->geometry_file);
c_string = src_code.c_str();
/* Compile the vertex shader */
geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry_shader, 1, &c_string, NULL);
glCompileShader(geometry_shader);
glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
free(src_code);
if (!success) {
glGetShaderInfoLog(geometry_shader, 512, NULL, info_log);
@@ -78,12 +91,14 @@ int OpenGlShaderProgram::compile()
if (!this->fragment_file.empty()) {
frag_b = true;
/* Compile the vertex shader */
fragment_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(fragment_shader, 1, &src_code, NULL);
src_code = load_shader_program_from_file(this->fragment_file);
c_string = src_code.c_str();
/* Compile the vertex shader */
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &c_string, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
free(src_code);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
@@ -141,3 +156,27 @@ int OpenGlShaderProgram::use()
glUseProgram(this->shader_program);
return 0;
}
void OpenGlShaderProgram::setUniformFloat(const std::string &uniform, float value)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniform1f(loc, value);
}
}
void OpenGlShaderProgram::setUniformVec2(const std::string &uniform, float *vector)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniform2fv(loc, 1, vector);
}
}
int OpenGlShaderProgram::getUniformLoc(const std::string &uniform)
{
if (!this->compiled)
return -1;
return glGetUniformLocation(this->shader_program, uniform.c_str());
}