Created a basic shader object and window object

Using GLAD to load OpenGL/Vulkan extensions
This commit is contained in:
2022-04-22 22:37:38 +02:00
parent dab01f1541
commit 168b936945
10 changed files with 171 additions and 23 deletions

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@ -0,0 +1,94 @@
#include "MyGraphicsEngine/Shader.h"
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
{
char infoLog[512];
int succes;
char* vertexCode = readFile(vertexShaderPath.c_str());
unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
spdlog::info(vertexCode);
glShaderSource(vertId, 1, &vertexCode, NULL);
glCompileShader(vertId);
glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(vertId, 512, NULL, infoLog);
spdlog::error( "Vertex shader has compile error {}", infoLog);
return;
}
char* fragmentCode = readFile(fragmentShaderPath.c_str());
unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragId, 1, &fragmentCode, NULL);
glCompileShader(fragId);
glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(fragId, 512, NULL, infoLog);
spdlog::error("Fragment shader has compile error {}", infoLog);
return;
}
delete[] vertexCode;
delete[] fragmentCode;
}
char* Shader::readFile (const char* filePath){
spdlog::info("try Open file {}", filePath);
std::ifstream file ;
file.open(filePath);
if(file.is_open() == false){
spdlog::info("File not found.");
return nullptr;
}
// Determine the file size!
file.seekg(0, std::ios::end);
size_t filesize = file.tellg();
// Undo previous seek.
file.seekg(0, std::ios::beg);
spdlog::info("filesize: {}", filesize);
// Create a big enough buffer for the file
//calculate buffer size to prevent memory issues
size_t ChunksInBuffer = filesize / Shader::CHUNK_SIZE;
size_t bufferSize = (ChunksInBuffer + 1) * Shader::CHUNK_SIZE;
char* FileBuffer = new char[bufferSize];
memset(FileBuffer, '\0', bufferSize);
size_t bytesRead= 0;
// read the whole file
while( file.eof() == false){
file.read(FileBuffer + bytesRead, CHUNK_SIZE );
bytesRead += CHUNK_SIZE;
}
FileBuffer[filesize + 1] = '\0';
return FileBuffer;
}
void Shader::Use()
{
// glUseProgam(id);
}

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@ -0,0 +1,13 @@
#pragma once
#include <glm/glm.hpp>
struct Camera {
glm::vec3 Position;
glm::mat4 ViewMat;
float Zoom;
private:
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
};

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@ -1,9 +0,0 @@
#pragma once
#include <spdlog/spdlog.h>
#include "MyGraphicsEngine/window.h"
inline void test (){
spdlog::info("Linked correctly!");
}

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@ -0,0 +1,18 @@
#pragma once
#include <glad/glad.h>
#include <string>
#include <iostream>
#include <fstream>
#include <spdlog/spdlog.h>
class Shader {
private:
int id;
const size_t CHUNK_SIZE = 10;
char* readFile (const char* filePath);
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use();
};

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@ -1,7 +1,6 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout in vec3 aPos;
void main()
{
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

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@ -1,8 +1,10 @@
#include "MyGraphicsEngine/window.h"
#include "MyGraphicsEngine/Window.h"
#include <spdlog/spdlog.h>
bool BarinkWindow::InitGLFW(){
if(!glfwInit()){
if(!glfwInit())
{
spdlog::error("Failed to initialise GLFW!");
return false;
}
return true;
@ -14,7 +16,9 @@ Width(width), Height(height), FullScreen(false){
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window){
if( !window)
{
spdlog::error("GLFW failed to create window!");
glfwTerminate();
return;
}