Added own shaders

This commit is contained in:
2026-04-13 00:51:32 +02:00
parent c964fcc984
commit 64b27a6b84
9 changed files with 219 additions and 10 deletions

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@@ -1,14 +1,24 @@
cmake_minimum_required(VERSION 4.2)
cmake_minimum_required(VERSION 3.20)
project(Cinecraft)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED on)
find_package(SDL3 REQUIRED)
find_package(GLEW REQUIRED)
add_executable(app src/main.cpp)
add_executable(${PROJECT_NAME} src/main.cpp
include/VertexBuffer.hpp
include/defines.hpp
src/Shader.cpp
include/Shader.hpp)
target_link_libraries(app PRIVATE SDL3::SDL3 GL)
target_include_directories(${PROJECT_NAME} PRIVATE include)
target_include_directories(${PROJECT_NAME} PRIVATE shaders)
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E create_symlink
${CMAKE_SOURCE_DIR}/shaders
${CMAKE_CURRENT_BINARY_DIR}/shaders)
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3 GLEW::GLEW GL)

19
include/Shader.hpp Normal file
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@@ -0,0 +1,19 @@
#pragma once
#include <string>
#include <GL/glew.h>
#include "defines.hpp"
struct Shader {
Shader(const char* vertexShaderFileName, const char* fragmentShaderFileName);
virtual ~Shader();
void bind();
void unbind();
private:
GLuint compile(std::string shaderSource, GLenum shaderType);
std::string parse(const char* filename);
GLuint createShader(const char* vertexShaderFileName, const char* fragmentShaderFileName);
GLuint shaderId;
};

34
include/VertexBuffer.hpp Normal file
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@@ -0,0 +1,34 @@
#pragma once
#include <GL/glew.h>
#include "defines.hpp"
struct VertexBuffer {
VertexBuffer(void* data, uint32 numVertices) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &bufferId);
glBindBuffer(GL_ARRAY_BUFFER, bufferId);
glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Vertex), data, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), offsetof(struct Vertex,x));
glBindVertexArray(0);
};
virtual ~VertexBuffer() {
glDeleteBuffers(1, &bufferId);
}
void bind() {
glBindVertexArray(vao);
}
void unbind() {
glBindVertexArray(0);
}
private:
GLuint bufferId;
GLuint vao;
};

19
include/defines.hpp Normal file
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@@ -0,0 +1,19 @@
#pragma once
#include <cstdint>
typedef int8_t int8;
typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;
typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef uint64_t uint64;
typedef float float32;
typedef double float64;
struct Vertex {
float32 x, y, z;
};

4
shaders/README.md Normal file
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@@ -0,0 +1,4 @@
# Attributes
|Index|Description|
|---|---|
|0|Position|

7
shaders/basic.frag Normal file
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@@ -0,0 +1,7 @@
#version 330 core
layout(location = 0) out vec4 color;
void main() {
color = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}

7
shaders/basic.vert Normal file
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@@ -0,0 +1,7 @@
#version 330 core
layout(location = 0) in vec3 position;
void main() {
gl_Position = vec4(position, 1.0f);
}

78
src/Shader.cpp Normal file
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@@ -0,0 +1,78 @@
#include <fstream>
#include <iostream>
#include "Shader.hpp"
Shader::Shader(const char* vertexShaderFileName, const char* fragmentShaderFileName) {
shaderId = createShader(vertexShaderFileName, fragmentShaderFileName);
}
Shader::~Shader() {
glDeleteProgram(shaderId);
}
void Shader::bind() {
glUseProgram(shaderId);
}
void Shader::unbind() {
glUseProgram(0);
}
GLuint Shader::compile(std::string shaderSource, GLenum shaderType) {
GLuint id = glCreateShader(shaderType);
const char* src = shaderSource.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length];
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Shader Compilation Error" << message << std::endl;
delete[] message;
return 0;
}
return id;
}
std::string Shader::parse(const char* filename) {
FILE* file;
file = fopen(filename, "rb");
if (file == nullptr) {
std::cout << "File " << filename << " not found" << std::endl;
}
std::string contents;
fseek(file, 0, SEEK_END);
size_t filesize = ftell(file);
rewind(file);
contents.resize(filesize);
fread(&contents[0], 1, filesize, file);
fclose(file);
return contents;
}
GLuint Shader::createShader(const char* vertexShaderFileName, const char* fragmentShaderFileName) {
std::string vertexShaderSource = parse(vertexShaderFileName);
std::string fragmentShaderSource = parse(fragmentShaderFileName);
GLuint program = glCreateProgram();
GLuint vert = compile(vertexShaderSource, GL_VERTEX_SHADER);
GLuint frag = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
glAttachShader(program, vert);
glAttachShader(program, frag);
glLinkProgram(program);
// ATTENTION: use only for release
// NOTE: if you do not detach and delete the program from the gpu, it's easier to debug if errors happen with the shaders
// glDetachShader(program, vert);
// glDetachShader(program, frag);
// glDeleteShader(vert);
// glDeleteShader(frag);
return program;
}

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@@ -1,5 +1,12 @@
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#define SDL_MAIN_HANDLED
#include <SDL3/SDL.h>
#include <GL/gl.h>
#include "defines.hpp"
#include "VertexBuffer.hpp"
#include "Shader.hpp"
int main() {
SDL_Init(SDL_INIT_VIDEO);
@@ -20,9 +27,28 @@ int main() {
SDL_GLContext context = SDL_GL_CreateContext(window);
GLenum err = glewInit();
if (err != GLEW_OK) {
std::cout <<"Error: " << glewGetErrorString(err) << std::endl;
return -1;
}
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
Vertex vertices[] = {
Vertex{-0.5f, -0.5f, 0.0f},
Vertex{0.0f, 0.5f, 0.0f},
Vertex{0.5f, -0.5f, 0.0f},
};
uint32_t numVertices = 3;
VertexBuffer vertexBuffer(vertices, numVertices);
vertexBuffer.unbind();
Shader shader("shaders/basic.vert", "shaders/basic.frag");
shader.bind();
bool running = true;
SDL_Event e;
while (running) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) {
@@ -30,9 +56,14 @@ int main() {
}
}
glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// FRAME GENERATION
vertexBuffer.bind();
glDrawArrays(GL_TRIANGLES, 0, numVertices);
vertexBuffer.unbind();
SDL_GL_SwapWindow(window);
}
@@ -41,4 +72,4 @@ int main() {
SDL_Quit();
return 0;
}
}