LearnOpenGL's header fixes.

This commit is contained in:
Joey de Vries
2017-04-06 21:04:47 +02:00
parent f11c65f673
commit c4c0588163
4 changed files with 398 additions and 42 deletions

View File

@@ -1,14 +1,11 @@
#pragma once #ifndef CAMERA_H
#define CAMERA_H
// Std. Includes #include <glad/glad.h>
#include <vector>
// GL Includes
#include <GL/glew.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <vector>
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods // Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement { enum Camera_Movement {
@@ -21,8 +18,8 @@ enum Camera_Movement {
// Default camera values // Default camera values
const GLfloat YAW = -90.0f; const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f; const GLfloat PITCH = 0.0f;
const GLfloat SPEED = 3.0f; const GLfloat SPEED = 2.5f;
const GLfloat SENSITIVTY = 0.25f; const GLfloat SENSITIVTY = 0.1f;
const GLfloat ZOOM = 45.0f; const GLfloat ZOOM = 45.0f;
@@ -131,3 +128,4 @@ private:
this->Up = glm::normalize(glm::cross(this->Right, this->Front)); this->Up = glm::normalize(glm::cross(this->Right, this->Front));
} }
}; };
#endif

View File

@@ -1,7 +1,8 @@
#ifndef SHADER_H #ifndef SHADER_H
#define SHADER_H #define SHADER_H
#include <GL/glew.h> #include <glad/glad.h>
#include <glm/glm.hpp>
#include <string> #include <string>
#include <fstream> #include <fstream>
@@ -11,37 +12,38 @@
class Shader class Shader
{ {
public: public:
GLuint Program; unsigned int ID;
// Constructor generates the shader on the fly // constructor generates the shader on the fly
Shader(const GLchar* vertexPath, const GLchar* fragmentPath, const GLchar* geometryPath = nullptr) // ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr)
{ {
// 1. Retrieve the vertex/fragment source code from filePath // 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode; std::string vertexCode;
std::string fragmentCode; std::string fragmentCode;
std::string geometryCode; std::string geometryCode;
std::ifstream vShaderFile; std::ifstream vShaderFile;
std::ifstream fShaderFile; std::ifstream fShaderFile;
std::ifstream gShaderFile; std::ifstream gShaderFile;
// ensures 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);
gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); gShaderFile.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();
fShaderFile.close(); fShaderFile.close();
// Convert stream into string // convert stream into string
vertexCode = vShaderStream.str(); vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str(); fragmentCode = fShaderStream.str();
// If geometry shader path is present, also load a geometry shader // if geometry shader path is present, also load a geometry shader
if(geometryPath != nullptr) if(geometryPath != nullptr)
{ {
gShaderFile.open(geometryPath); gShaderFile.open(geometryPath);
@@ -55,51 +57,115 @@ public:
{ {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl; std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
} }
const GLchar* vShaderCode = vertexCode.c_str(); const char* vShaderCode = vertexCode.c_str();
const GLchar * fShaderCode = fragmentCode.c_str(); const char * fShaderCode = fragmentCode.c_str();
// 2. Compile shaders // 2. compile shaders
GLuint vertex, fragment; unsigned int vertex, fragment;
GLint success; int success;
GLchar infoLog[512]; char infoLog[512];
// Vertex Shader // vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER); vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL); glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex); glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX"); checkCompileErrors(vertex, "VERTEX");
// Fragment Shader // fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER); fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL); glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment); glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT"); checkCompileErrors(fragment, "FRAGMENT");
// If geometry shader is given, compile geometry shader // if geometry shader is given, compile geometry shader
GLuint geometry; unsigned int geometry;
if(geometryPath != nullptr) if(geometryPath != nullptr)
{ {
const GLchar * gShaderCode = geometryCode.c_str(); const char * gShaderCode = geometryCode.c_str();
geometry = glCreateShader(GL_GEOMETRY_SHADER); geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL); glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry); glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY"); checkCompileErrors(geometry, "GEOMETRY");
} }
// Shader Program // shader Program
this->Program = glCreateProgram(); ID = glCreateProgram();
glAttachShader(this->Program, vertex); glAttachShader(ID, vertex);
glAttachShader(this->Program, fragment); glAttachShader(ID, fragment);
if(geometryPath != nullptr) if(geometryPath != nullptr)
glAttachShader(this->Program, geometry); glAttachShader(ID, geometry);
glLinkProgram(this->Program); glLinkProgram(ID);
checkCompileErrors(this->Program, "PROGRAM"); checkCompileErrors(ID, "PROGRAM");
// Delete the shaders as they're linked into our program now and no longer necessery // delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex); glDeleteShader(vertex);
glDeleteShader(fragment); glDeleteShader(fragment);
if(geometryPath != nullptr) if(geometryPath != nullptr)
glDeleteShader(geometry); glDeleteShader(geometry);
} }
// Uses the current shader // activate the shader
void Use() { glUseProgram(this->Program); } // ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(std::string name, bool value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(std::string name, int value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(std::string name, float value)
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setVec2(std::string name, const glm::vec2 &value)
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec2(std::string name, float x, float y)
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void setVec3(std::string name, const glm::vec3 &value)
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec3(std::string name, float x, float y, float z)
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(std::string name, const glm::vec4 &value)
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec4(std::string name, float x, float y, float z, float w)
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(std::string name, const glm::mat2 &mat)
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(std::string name, const glm::mat3 &mat)
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(std::string name, const glm::mat4 &mat)
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
private: private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type) void checkCompileErrors(GLuint shader, std::string type)
{ {
GLint success; GLint success;
@@ -110,7 +176,7 @@ private:
if(!success) if(!success)
{ {
glGetShaderInfoLog(shader, 1024, NULL, infoLog); glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "| ERROR::::SHADER-COMPILATION-ERROR of type: " << type << "|\n" << infoLog << "\n| -- --------------------------------------------------- -- |" << std::endl; std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
} }
} }
else else
@@ -119,7 +185,7 @@ private:
if(!success) if(!success)
{ {
glGetProgramInfoLog(shader, 1024, NULL, infoLog); glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "| ERROR::::PROGRAM-LINKING-ERROR of type: " << type << "|\n" << infoLog << "\n| -- --------------------------------------------------- -- |" << std::endl; std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
} }
} }
} }

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@@ -0,0 +1,168 @@
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
int success;
char infoLog[512];
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(std::string name, bool value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(std::string name, int value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(std::string name, float value)
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setVec2(std::string name, const glm::vec2 &value)
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec2(std::string name, float x, float y)
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void setVec3(std::string name, const glm::vec3 &value)
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec3(std::string name, float x, float y, float z)
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(std::string name, const glm::vec4 &value)
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec4(std::string name, float x, float y, float z, float w)
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(std::string name, const glm::mat2 &mat)
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(std::string name, const glm::mat3 &mat)
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(std::string name, const glm::mat4 &mat)
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
if(type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif

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@@ -0,0 +1,124 @@
#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
int success;
char infoLog[512];
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(std::string name, bool value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(std::string name, int value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(std::string name, float value)
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
if(type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif