Josh Attempts Shaders
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This commit is contained in:
2025-04-14 21:28:06 -04:00
parent fd656cd543
commit 5068b4660e
6 changed files with 295 additions and 4 deletions

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@@ -1,5 +1,15 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
void main() {
gl_FragColor = vec4(1, 1, 1, 1);
vec2 st = gl_FragCoord.xy/u_resolution;
gl_FragColor = vec4(st.x,st.y,0.0,1.0);
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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@@ -1,7 +1,5 @@
#version 120
attribute vec2 position;
void main() {
gl_Position = vec4(position.x, position.y, 1.0, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

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@@ -0,0 +1,77 @@
#pragma once
#include <filesystem>
#include <J3ML/LinearAlgebra.hpp>
#include <fstream>
#include <iostream>
#include "glad/glad.h"
// LearnOpenGL::Shader
// OpenGL Shader Class Wrapper
// Updated by dawsh
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
namespace JGL {
using namespace J3ML::LinearAlgebra;
class Shader;
}
/// TODO: Eventually support Hot-reloading shaders like in shadertoy. Should help tremendously with debugging.
class JGL::Shader {
public:
Shader() {}
Shader(std::filesystem::path vertex_source_path, std::filesystem::path fragment_source_path);
Shader(const std::string& vertex_code, const std::string& fragment_code);
bool Loaded() const;
unsigned int ID() const;
void Use();
void Reload();
void Unload();
template <typename T>
void Set(const std::string& name, T value) const {
// TODO: Throw error, no function-specialization: cannot pass shader uniform of type T.
}
template <typename T>
void Set(const std::string& name, const T& value) const {
// TODO: Throw error, no function-specialization: cannot pass shader uniform of type T.
}
GLint Uniform(const std::string& name) const;
GLint Attribute(const std::string& name) const;
/*template<> void Set<bool> (const std::string& name, bool value) const { SetBool(name, value); }
template<> void Set<int> (const std::string& name, int value) const { SetInt(name, value); }
template<> void Set<float>(const std::string& name, float value) const { SetFloat(name, value); }
template<> void Set<Vector2>(const std::string& name, const Vector2& value) const { SetVector2(name, value); }
template<> void Set<Vector3>(const std::string& name, const Vector3& value) const { SetVector3(name, value); }
template<> void Set<Vector4>(const std::string& name, const Vector4& value) const { SetVector4(name, value); }*/
void SetBool (const std::string& name, bool value) const { glUniform1i(Uniform(name), (int)value); }
void SetInt (const std::string& name, int value) const { glUniform1i(Uniform(name), value); }
void SetFloat(const std::string& name, float value) const { glUniform1f(Uniform(name), value); }
void SetVector2(const std::string& name, const Vector2& value) const { glUniform2f(Uniform(name), value.x, value.y); }
void SetVector2(const std::string& name, float x, float y) const { glUniform2f(Uniform(name), x, y); }
void SetVector3(const std::string& name, const Vector3& value) const { glUniform3f(Uniform(name), value.x, value.y, value.z); }
void SetVector3(const std::string& name, float x, float y, float z) const { glUniform3f(Uniform(name), x, y, z); }
void SetVector4(const std::string& name, const Vector4& value) const { glUniform4f(Uniform(name), value.x, value.y, value.z, value.w); }
void SetVector4(const std::string& name, float x, float y, float z, float w) const { glUniform4f(Uniform(name), x, y, z, w); }
void SetMatrix2x2(const std::string& name, const Matrix2x2& value) const {}
void SetMatrix3x3(const std::string& name, const Matrix3x3& value) const {}
void SetMatrix4x4(const std::string& name, const Matrix4x4& value) const {}
protected:
private:
bool loaded;
unsigned int id;
std::string vertexPath;
std::string fragmentPath;
static void checkCompileErrors(GLuint shader, const std::string& type);
};

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@@ -7,6 +7,7 @@
#include <J3ML/Geometry/AABB.hpp>
#include <ReWindow/Logger.h>
#include <JGL/types/VertexArray.h>
#include <JGL/types/Shader.h>
using J3ML::LinearAlgebra::Vector2;
using namespace JGL::Fonts;
@@ -111,6 +112,8 @@ JGL::Font FreeSans;
Texture* image;
Texture* image_mask;
RenderTarget* j2d_render_target;
Shader shader;
float u_time = 0;
class JGLDemoWindow : public ReWindow::OpenGLWindow
{
@@ -134,6 +137,8 @@ public:
SampleRate::NONE, FilteringMode::MIPMAP_TRILINEAR);
//Texture::MultiplyByAlphaMask(*image, *image_mask);
shader = Shader(std::filesystem::path("assets/shader_programs/test_vertex.glsl"), std::filesystem::path("assets/shader_programs/test_fragment.glsl"));
}
EulerAngleXYZ textAngle = {0,0,0};
@@ -166,6 +171,8 @@ public:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
camera->render();
// All 3D elements of the scene and JGL elements *must* be rendered before the 2D stuff
/* if rendering to screen space directly. */
@@ -223,6 +230,8 @@ public:
d.Draw();
J2D::End();
shader.Use();
J2D::Begin();
J2D::DrawRenderTarget(j2d_render_target, {0, 0});
J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1});
@@ -232,6 +241,15 @@ public:
void OnRefresh(float elapsed) override {
u_time += elapsed;
shader.SetFloat("u_time", u_time);
auto dimensions = GetSize();
shader.SetVector2("u_resolution", Vector2(dimensions.x, dimensions.y));
fps = GetRefreshRate();
if (IsKeyDown(Keys::RightArrow))

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@@ -15,6 +15,8 @@ namespace JGL {
class JGL::State {
public:
//Matrix4x4 transformation = Matrix4x4::Identity;
GLfloat clear_color[4] = {0, 0, 0, 1};
GLfloat draw_color[4] = {1, 1, 1, 1};
GLint viewport[4] = {0, 0, 0, 0};

186
src/types/Shader.cpp Normal file
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@@ -0,0 +1,186 @@
#include <JGL/types/Shader.h>
#include <glad/glad.h>
namespace JGL {
Shader::Shader(std::filesystem::path vertex_source_path, std::filesystem::path fragment_source_path) {
std::string vertex_code;
std::string fragment_code;
std::string geometry_code; // Currently unused, might be supported later.
std::string compute_code; // Currently unused, might be supported later.
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
std::ifstream cShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
cShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
// Open Files
vShaderFile.open(vertex_source_path);
fShaderFile.open(fragment_source_path);
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
vertex_code = vShaderStream.str();
fragment_code = fShaderStream.str();
if (false) {
gShaderFile.open("");
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometry_code = gShaderStream.str();
}
} catch (std::ifstream::failure& e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertex_code.c_str();
const char* fShaderCode = fragment_code.c_str();
// 2. Compile shaders.
unsigned int vertex, fragment;
// 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");
// if geometry shader is given, compile geometry shader.
unsigned int geometry;
if (false) {
// const char* gShaderCode = geometry_code.c_str();
// geometry = glCreateShader(GL_GEOMETRY_SHADER);
// glShaderSource(geometry, 1 &gShaderCode, NULL);
// glCompileShader(geometry);
// checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
if (false)
glAttachShader(id, geometry);
glLinkProgram(id);
checkCompileErrors(id, "PROGRAM");
// delete the shaders as they're linked into our program now and are no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if (false)
glDeleteShader(geometry);
}
void Shader::checkCompileErrors(GLuint shader, const 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 << "\n" << infoLog << std::endl;
}
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of " << type << "\n" << infoLog << std::endl;
}
}
if (success)
std::cout << "Shader compiled successfully" << std::endl;
}
GLint Shader::Uniform(const std::string &name) const {
return glGetUniformLocation(id, name.c_str());
}
GLint Shader::Attribute(const std::string &name) const {
return glGetAttribLocation(id, name.c_str());
}
Shader::Shader(const std::string &vertex_code, const std::string &fragment_code) {
const char* vShaderCode = vertex_code.c_str();
const char* fShaderCode = fragment_code.c_str();
// 2. Compile shaders.
unsigned int vertex, fragment;
// 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");
// if geometry shader is given, compile geometry shader.
unsigned int geometry;
if (false) {
// const char* gShaderCode = geometry_code.c_str();
// geometry = glCreateShader(GL_GEOMETRY_SHADER);
// glShaderSource(geometry, 1 &gShaderCode, NULL);
// glCompileShader(geometry);
// checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
id = glCreateProgram();
glAttachShader(id, vertex);
glAttachShader(id, fragment);
if (false)
glAttachShader(id, geometry);
glLinkProgram(id);
checkCompileErrors(id, "PROGRAM");
// delete the shaders as they're linked into our program now and are no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if (false)
glDeleteShader(geometry);
}
void Shader::Use() {
glUseProgram(id);
}
bool Shader::Loaded() const { return loaded;}
unsigned int Shader::ID() const { return id;}
}