Updated Shader with more functions
This commit is contained in:
parent
35bc1b0796
commit
b6aa69210f
5
assets/shaders/Depth.frag
Normal file
5
assets/shaders/Depth.frag
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
#version 330 core
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// No color output; only depth is recorded
|
||||||
|
}
|
10
assets/shaders/Depth.vert
Normal file
10
assets/shaders/Depth.vert
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout(location = 0) in vec3 aPos;
|
||||||
|
|
||||||
|
uniform mat4 lightSpaceMatrix;
|
||||||
|
uniform mat4 model;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
|
||||||
|
}
|
26
imgui.ini
26
imgui.ini
@ -1,6 +1,6 @@
|
|||||||
[Window][DockSpace]
|
[Window][DockSpace]
|
||||||
Pos=0,0
|
Pos=0,0
|
||||||
Size=1920,1177
|
Size=1280,720
|
||||||
Collapsed=0
|
Collapsed=0
|
||||||
|
|
||||||
[Window][Debug##Default]
|
[Window][Debug##Default]
|
||||||
@ -68,26 +68,26 @@ Size=1920,1177
|
|||||||
Collapsed=0
|
Collapsed=0
|
||||||
|
|
||||||
[Window][Inspector##InspectorWindow]
|
[Window][Inspector##InspectorWindow]
|
||||||
Pos=1536,27
|
Pos=896,27
|
||||||
Size=376,1142
|
Size=376,685
|
||||||
Collapsed=0
|
Collapsed=0
|
||||||
DockId=0x00000016,0
|
DockId=0x00000016,0
|
||||||
|
|
||||||
[Window][Editor##EditorWindow]
|
[Window][Editor##EditorWindow]
|
||||||
Pos=332,27
|
Pos=332,27
|
||||||
Size=1202,776
|
Size=562,319
|
||||||
Collapsed=0
|
Collapsed=0
|
||||||
DockId=0x00000017,0
|
DockId=0x00000017,0
|
||||||
|
|
||||||
[Window][Performance##performance]
|
[Window][Performance##performance]
|
||||||
Pos=8,761
|
Pos=8,468
|
||||||
Size=322,408
|
Size=322,244
|
||||||
Collapsed=0
|
Collapsed=0
|
||||||
DockId=0x0000001C,0
|
DockId=0x0000001C,0
|
||||||
|
|
||||||
[Window][Logger##logger]
|
[Window][Logger##logger]
|
||||||
Pos=332,805
|
Pos=332,348
|
||||||
Size=1202,364
|
Size=562,364
|
||||||
Collapsed=0
|
Collapsed=0
|
||||||
DockId=0x00000019,0
|
DockId=0x00000019,0
|
||||||
|
|
||||||
@ -105,7 +105,7 @@ DockId=0x0000000F,0
|
|||||||
|
|
||||||
[Window][Scene Window##SceneWindow]
|
[Window][Scene Window##SceneWindow]
|
||||||
Pos=8,27
|
Pos=8,27
|
||||||
Size=322,732
|
Size=322,439
|
||||||
Collapsed=0
|
Collapsed=0
|
||||||
DockId=0x0000001B,0
|
DockId=0x0000001B,0
|
||||||
|
|
||||||
@ -121,6 +121,12 @@ Size=599,364
|
|||||||
Collapsed=0
|
Collapsed=0
|
||||||
DockId=0x0000001A,0
|
DockId=0x0000001A,0
|
||||||
|
|
||||||
|
[Window][Depth Map Debug]
|
||||||
|
Pos=332,805
|
||||||
|
Size=1202,364
|
||||||
|
Collapsed=0
|
||||||
|
DockId=0x00000019,1
|
||||||
|
|
||||||
[Table][0xE9E836E4,4]
|
[Table][0xE9E836E4,4]
|
||||||
Column 0 Weight=1.2999
|
Column 0 Weight=1.2999
|
||||||
Column 1 Weight=1.0439
|
Column 1 Weight=1.0439
|
||||||
@ -128,7 +134,7 @@ Column 2 Weight=0.6474
|
|||||||
Column 3 Weight=1.0088
|
Column 3 Weight=1.0088
|
||||||
|
|
||||||
[Docking][Data]
|
[Docking][Data]
|
||||||
DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,50 Size=1904,1142 Split=X Selected=0xF7365A5A
|
DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=42,84 Size=1264,685 Split=X Selected=0xF7365A5A
|
||||||
DockNode ID=0x00000013 Parent=0x14621557 SizeRef=322,1142 Split=Y Selected=0x818D04BB
|
DockNode ID=0x00000013 Parent=0x14621557 SizeRef=322,1142 Split=Y Selected=0x818D04BB
|
||||||
DockNode ID=0x0000001B Parent=0x00000013 SizeRef=264,456 HiddenTabBar=1 Selected=0x1D5D92B6
|
DockNode ID=0x0000001B Parent=0x00000013 SizeRef=264,456 HiddenTabBar=1 Selected=0x1D5D92B6
|
||||||
DockNode ID=0x0000001C Parent=0x00000013 SizeRef=264,254 HiddenTabBar=1 Selected=0x818D04BB
|
DockNode ID=0x0000001C Parent=0x00000013 SizeRef=264,254 HiddenTabBar=1 Selected=0x818D04BB
|
||||||
|
@ -8,7 +8,7 @@
|
|||||||
// Constructor implementations
|
// Constructor implementations
|
||||||
Shader::Shader() : ID(0) {}
|
Shader::Shader() : ID(0) {}
|
||||||
|
|
||||||
Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
Shader::Shader(const char *vertexPath, const char *fragmentPath)
|
||||||
{
|
{
|
||||||
// 1. Retrieve the vertex/fragment source code from filePath
|
// 1. Retrieve the vertex/fragment source code from filePath
|
||||||
std::string vertexCode;
|
std::string vertexCode;
|
||||||
@ -17,19 +17,19 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
|||||||
std::ifstream fShaderFile;
|
std::ifstream fShaderFile;
|
||||||
|
|
||||||
// Ensure ifstream objects can throw exceptions
|
// Ensure ifstream objects can throw exceptions
|
||||||
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||||
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
// Open files
|
// Open files
|
||||||
vShaderFile.open(vertexPath);
|
vShaderFile.open(vertexPath);
|
||||||
fShaderFile.open(fragmentPath);
|
fShaderFile.open(fragmentPath);
|
||||||
std::stringstream vShaderStream, fShaderStream;
|
std::stringstream vShaderStream, fShaderStream;
|
||||||
|
|
||||||
// Read file's buffer contents into streams
|
// Read file's buffer contents into streams
|
||||||
vShaderStream << vShaderFile.rdbuf();
|
vShaderStream << vShaderFile.rdbuf();
|
||||||
fShaderStream << fShaderFile.rdbuf();
|
fShaderStream << fShaderFile.rdbuf();
|
||||||
|
|
||||||
// Close file handlers
|
// Close file handlers
|
||||||
vShaderFile.close();
|
vShaderFile.close();
|
||||||
@ -37,15 +37,15 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
|||||||
|
|
||||||
// Convert stream into string
|
// Convert stream into string
|
||||||
vertexCode = vShaderStream.str();
|
vertexCode = vShaderStream.str();
|
||||||
fragmentCode = fShaderStream.str();
|
fragmentCode = fShaderStream.str();
|
||||||
}
|
}
|
||||||
catch (std::ifstream::failure& e)
|
catch (std::ifstream::failure &e)
|
||||||
{
|
{
|
||||||
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
|
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
const char* vShaderCode = vertexCode.c_str();
|
const char *vShaderCode = vertexCode.c_str();
|
||||||
const char * fShaderCode = fragmentCode.c_str();
|
const char *fShaderCode = fragmentCode.c_str();
|
||||||
|
|
||||||
// 2. Compile shaders
|
// 2. Compile shaders
|
||||||
GLuint vertex, fragment;
|
GLuint vertex, fragment;
|
||||||
@ -58,10 +58,11 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
|||||||
glCompileShader(vertex);
|
glCompileShader(vertex);
|
||||||
// Print compile errors if any
|
// Print compile errors if any
|
||||||
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
|
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
|
||||||
if(!success)
|
if (!success)
|
||||||
{
|
{
|
||||||
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
||||||
std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
|
||||||
|
<< infoLog << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fragment Shader
|
// Fragment Shader
|
||||||
@ -70,10 +71,11 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
|||||||
glCompileShader(fragment);
|
glCompileShader(fragment);
|
||||||
// Print compile errors if any
|
// Print compile errors if any
|
||||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||||
if(!success)
|
if (!success)
|
||||||
{
|
{
|
||||||
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
||||||
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
|
||||||
|
<< infoLog << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Shader Program
|
// Shader Program
|
||||||
@ -83,10 +85,11 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
|||||||
glLinkProgram(ID);
|
glLinkProgram(ID);
|
||||||
// Print linking errors if any
|
// Print linking errors if any
|
||||||
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
||||||
if(!success)
|
if (!success)
|
||||||
{
|
{
|
||||||
glGetProgramInfoLog(ID, 512, NULL, infoLog);
|
glGetProgramInfoLog(ID, 512, NULL, infoLog);
|
||||||
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n"
|
||||||
|
<< infoLog << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Delete the shaders as they're linked into our program now and no longer necessary
|
// Delete the shaders as they're linked into our program now and no longer necessary
|
||||||
@ -143,3 +146,14 @@ void Shader::SetMat4(const std::string &name, const glm::mat4 &mat) const
|
|||||||
glUseProgram(ID); // Ensure the shader program is active
|
glUseProgram(ID); // Ensure the shader program is active
|
||||||
glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, glm::value_ptr(mat));
|
glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, glm::value_ptr(mat));
|
||||||
}
|
}
|
||||||
|
void Shader::SetVec3(const std::string &name, const glm::vec3 &value) const
|
||||||
|
{
|
||||||
|
glUseProgram(ID); // Ensure the shader program is active
|
||||||
|
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Shader::SetSampler2D(const std::string &name, int textureUnit) const
|
||||||
|
{
|
||||||
|
glUseProgram(ID); // Ensure the shader program is active
|
||||||
|
glUniform1i(glGetUniformLocation(ID, name.c_str()), textureUnit);
|
||||||
|
}
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
|
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
#include <GL/glew.h> // or appropriate OpenGL headers
|
#include <GL/glew.h> // or appropriate OpenGL headers
|
||||||
#include <glm/glm.hpp> // For glm::mat4
|
#include <glm/glm.hpp> // For glm::mat4
|
||||||
|
|
||||||
class Shader
|
class Shader
|
||||||
@ -13,7 +13,7 @@ public:
|
|||||||
|
|
||||||
// Constructors
|
// Constructors
|
||||||
Shader();
|
Shader();
|
||||||
Shader(const char* vertexPath, const char* fragmentPath);
|
Shader(const char *vertexPath, const char *fragmentPath);
|
||||||
~Shader(); // Destructor to clean up shader program
|
~Shader(); // Destructor to clean up shader program
|
||||||
|
|
||||||
// Use/activate the shader
|
// Use/activate the shader
|
||||||
@ -24,6 +24,8 @@ public:
|
|||||||
void SetFloat(const std::string &name, float value) const;
|
void SetFloat(const std::string &name, float value) const;
|
||||||
void SetBool(const std::string &name, bool value) const;
|
void SetBool(const std::string &name, bool value) const;
|
||||||
void SetMat4(const std::string &name, const glm::mat4 &mat) const; // For setting 4x4 matrices
|
void SetMat4(const std::string &name, const glm::mat4 &mat) const; // For setting 4x4 matrices
|
||||||
|
void SetSampler2D(const std::string &name, int textureUnit) const;
|
||||||
|
void SetVec3(const std::string &name, const glm::vec3 &value) const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// Caching uniform locations for performance
|
// Caching uniform locations for performance
|
||||||
|
Loading…
Reference in New Issue
Block a user