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

78
src/Shader.cpp Normal file
View File

@@ -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;
}

View File

@@ -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;
}
}