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12 Commits

Author SHA1 Message Date
cf72d92c28 Merge branch 'master' of https://git.redacted.cc/josh/JGL 2024-05-29 22:18:41 -04:00
5d99f8ec1f update 2024-05-29 22:18:40 -04:00
a388ee8021 Implement proper GL state management in DrawString2D, DrawString3D 2024-05-29 15:27:24 -04:00
41916a4089 Update JGL.cpp 2024-05-29 15:05:06 -04:00
222dd346fb Fix memleak 2024-05-27 20:48:22 -04:00
e6e567725b Color 2024-05-23 12:05:00 -04:00
93612bb816 Update JGL 2024-05-23 10:57:48 -04:00
9ac22a8a87 Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CMakeLists.txt
2024-05-01 20:30:50 -04:00
1eaa9c6574 Migrating dependencies to latest releases 2024-05-01 20:30:21 -04:00
Redacted
f5f590164a Update CMakeLists.txt
J3ML v20
2024-03-21 15:19:53 -04:00
c45485cabd Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CMakeLists.txt
2024-02-29 02:18:05 -05:00
143703dea3 Migrating Sources to LearnOpenGL 2024-02-29 02:17:42 -05:00
10 changed files with 97 additions and 575 deletions

View File

@@ -1,67 +1,58 @@
cmake_minimum_required(VERSION 3.25)
project(JGL
VERSION 1.0
LANGUAGES CXX
)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed")
endif()
set(CMAKE_CXX_STANDARD 20)
if (WIN32)
set(CMAKE_CXX_FLAGS "-municode")
endif(WIN32)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
# Enable Package Managers
include(cmake/CPM.cmake)
CPMAddPackage(
NAME J3ML
URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.19.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
)
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
file(GLOB_RECURSE ASSETS "content/*")
add_library(JGL SHARED ${SOURCES}
include/JGL/JGL.h
src/JGL/JGL.cpp
include/LearnOpenGL/Shader.h
include/LearnOpenGL/Texture2D.h
include/JGL/Color3.h
include/JGL/Colors.h
include/JGL/Color4.h
)
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(Freetype REQUIRED)
add_executable(JGL_Demo main.cpp)
set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
include_directories(${PROJECT_SOURCE_DIR}/include)
include_directories(${OPENGL_INCLUDE_DIRS})
include_directories(${GLUT_INCLUDE_DIRS})
include_directories(${J3ML_SOURCE_DIR}/include)
include_directories(${ReWindow_SOURCE_DIR}/include)
include_directories(${glad_SOURCE_DIR}/include)
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)
cmake_minimum_required(VERSION 3.25)
project(JGL
VERSION 1.0
LANGUAGES CXX
)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed")
endif()
set(CMAKE_CXX_STANDARD 20)
if (WIN32)
set(CMAKE_CXX_FLAGS "-municode")
endif(WIN32)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
# Enable Package Managers
include(cmake/CPM.cmake)
CPMAddPackage(
NAME J3ML
URL https://git.redacted.cc/josh/j3ml/archive/Release-6.zip
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.30.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_mt.zip
)
file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
file(GLOB_RECURSE ASSETS "assets/*")
add_library(JGL SHARED ${SOURCES})
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
find_package(OpenGL REQUIRED)
find_package(Freetype REQUIRED)
add_executable(JGL_Demo main.cpp)
set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
include_directories(${PROJECT_SOURCE_DIR}/include)
include_directories(${OPENGL_INCLUDE_DIRS})
include_directories(${J3ML_SOURCE_DIR}/include)
include_directories(${ReWindow_SOURCE_DIR}/include)
include_directories(${glad_SOURCE_DIR}/include)
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} J3ML ReWindowLibrary glad)

View File

@@ -54,7 +54,6 @@ namespace JGL {
bool InitTextEngine();
// TODO: implement correct coloring
using J3ML::u32;
namespace J2D {
void DrawPixel2D(const Color3 &color, const Vector2 &coordinates);

View File

@@ -1,149 +0,0 @@
/// @file Mesh.h
/// @description
/// @author LearnOpenGL - Updated Josh O'Leary
/// @lastedit 2024-02-22
// Original Source:
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/mesh.h
#pragma once
#include <glad/glad.h>
#include <GL/glew.h>
#include <GL/glext.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <string>
#include "Shader.h"
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::u32;
constexpr int MAX_BONE_INFLUENCE = 4;
namespace LearnOpenGL
{
struct Vertex
{
Vector3 Position;
Vector3 Normal;
Vector2 TexCoords;
Vector3 Tangent;
Vector3 BiTangent;
int BoneIDs[MAX_BONE_INFLUENCE];
float BoneWeights[MAX_BONE_INFLUENCE];
};
// Different from Texture2D in purpose
struct Texture {
unsigned int id;
std::string type;
std::string path;
};
class Mesh {
public:
std::vector<Vertex> vertices;
std::vector<uint> indices;
std::vector<Texture> textures;
uint VAO;
Mesh(std::vector<Vertex> verts, std::vector<uint> indices, std::vector<Texture> textures)
{
this->vertices = verts;
this->indices = indices;
this->textures = textures;
setupMesh();
}
void Draw(Shader &shader)
{
uint diffuse = 1;
uint specular = 1;
uint normal = 1;
uint height = 1;
for (uint i = 0; i < textures.size(); i++)
{
// activate proper texture unit before binding
glActiveTexture(GL_TEXTURE0 + i);
// retrieve texture number (the N in diffuse_textureN)
std::string number;
std::string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(diffuse++);
else if (name == "texture_specular")
number = std::to_string(specular++);
else if (name == "texture_normal")
number = std::to_string(normal++);
else if (name == "texture_height")
number = std::to_string(height++);
// now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<uint>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
// render data
unsigned int VBO, EBO;
// initializes all the buffer objects/arrays
void setupMesh()
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// A great thing about structs is that their memory layout is sequential for all member items
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/vec2 array
// which again translates to 3/2 floats which translates to a byte array
// Except we use J3ML instead of glm, but the concept applies nonetheless
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint), &indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BiTangent));
// ids
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, BoneIDs));
// weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BoneWeights));
glBindVertexArray(0);
}
};
}

View File

@@ -1,58 +0,0 @@
#pragma once
// LearnOpenGL::Shader
// OpenGL Shader Class Wrapper
// Updated by dawsh
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
#include <filesystem>
#include <string>
#include <iostream>
#include <fstream>
#include <glad/glad.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <J3ML/LinearAlgebra/Vector4.h>
#include <J3ML/LinearAlgebra/Matrix2x2.h>
#include <J3ML/LinearAlgebra/Matrix3x3.h>
#include <J3ML/LinearAlgebra/Matrix4x4.h>
namespace LearnOpenGL {
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Vector4;
using J3ML::LinearAlgebra::Matrix2x2;
using J3ML::LinearAlgebra::Matrix3x3;
using J3ML::LinearAlgebra::Matrix4x4;
class Shader
{
public:
unsigned int ID{};
Shader();
Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath);
Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc);
void use();
// Utility uniform functions
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setVec2(const std::string& name, const Vector2& value) const;
void setVec2(const std::string& name, float x, float y) const;
void setVec3(const std::string& name, const Vector3& value) const;
void setVec3(const std::string& name, float x, float y, float z) const;
void setVec4(const std::string& name, const Vector4& value) const;
void setVec4(const std::string& name, float x, float y, float z, float w) const;
void setMat2(const std::string& name, const Matrix2x2 &mat) const;
void setMat3(const std::string& name, const Matrix3x3 &mat) const;
void setMat4(const std::string& name, const Matrix4x4 &mat) const;
GLint getAttribute(const std::string& name) const;
GLint getUniform(const std::string& name) const;
private:
void checkCompileErrors(GLuint shader, std::string type);
};
}

View File

@@ -1,23 +0,0 @@
#pragma once
namespace {
// Texture2D is able to store and configure a texture in OpenGL
// It also hosts utility functions for easy management.
class Texture2D {
public:
unsigned int ID; // ID of the texture object
unsigned int Width, Height;
unsigned int InternalFormat;
unsigned int ImageFormat;
unsigned int WrapS;
unsigned int WrapT;
unsigned int Filter_Min;
unsigned int Filter_Max;
Texture2D();
void Generate(unsigned int width, unsigned int height, unsigned char *data);
void Bind() const;
};
}

View File

@@ -1,9 +1,6 @@
//#include <GL/glew.h>
#include <glad/glad.h>
#include <JGL/JGL.h>
#include <rewindow/types/window.h>
#include <iostream>
#include <LearnOpenGL/Shader.h>
#include <JGL/Colors.h>
#include <J3ML/LinearAlgebra/Vector2.h>
@@ -23,21 +20,6 @@ struct Character
std::map<char, Character> Characters;
GLuint VAO, VBO;
const std::string vertexShader = "attribute vec4 coord;\n"
"varying vec2 texpos;\n"
"\n"
"void main(void) {\n"
" gl_Position = vec4(coord.xy, 0, 1);\n"
" texpos = coord.zw;\n"
"}\n"
"";
const std::string fragmentShader = "varying vec2 texpos;\n"
"uniform sampler2D tex;\n"
"uniform vec4 color;\n"
"\n"
"void main(void) {\n"
" gl_FragColor = vec4(1, 1, 1, texture2D(tex, texpos).a) * color;\n"
"}";
using J3ML::LinearAlgebra::Matrix4x4;
@@ -51,7 +33,6 @@ struct point {
class JGLDemoWindow : public ReWindow::RWindow
{
public:
LearnOpenGL::Shader shader;
JGLDemoWindow() : ReWindow::RWindow() {}
JGLDemoWindow(const std::string& title, int width, int height) :
@@ -101,7 +82,7 @@ public:
JGL::J2D::FillTriangle2D(JGL::Colors::Yellow, tri);
JGL::J3D::DrawString3D(JGL::Colors::White, "JGL Sample Text", {1, -120, 0.5f}, 2.f);
JGL::J3D::DrawString3D(JGL::Colors::Red, "JGL Sample Text", {1, -120, 0.5f}, 2.f);
JGL::J2D::DrawString2D(JGL::Colors::Green, "William J. Tomasine II ", 0.f, -120.f, 1.f);
JGL::J2D::DrawLine2D(JGL::Colors::Greens::DarkGreen, {10, 10}, {200, 300});

View File

@@ -2,17 +2,15 @@
// Created by dawsh on 1/17/24.
//
#include <vector>
#include <glad/glad.h>
#include <JGL/JGL.h>
#include <J3ML/LinearAlgebra/Transform2D.h>
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include <JGL/Color3.h>
#include <iostream>
GLuint program;
GLuint texture;
namespace JGL
{
@@ -29,7 +27,7 @@ namespace JGL
return false;
}
if (FT_New_Face(ft, "content/FreeSans.ttf", 0, &face))
if (FT_New_Face(ft, "assets/fonts/FreeSans.ttf", 0, &face))
{
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
return false;
@@ -149,21 +147,27 @@ namespace JGL
void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size) {
glUseProgram(0); // Fixed-function pipeline.
GLfloat currentColor[4];
glGetFloatv(GL_CURRENT_COLOR, currentColor);
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
FT_Set_Pixel_Sizes(face, 0, size);
const char* c;
for (c = text.c_str(); *c; c++)
GLuint textures[text.size()];
for (int i = 0; i < text.length(); i++)
{
if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
if (FT_Load_Char(face, text.c_str()[i], FT_LOAD_RENDER))
continue;
FT_GlyphSlot g = face->glyph;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &textures[i]);
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -201,9 +205,14 @@ namespace JGL
x += (g->advance.x >> 6) * scale;
y += (g->advance.y >> 6) * scale;
}
for (auto& t : textures)
glDeleteTextures(1, &t);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
}
}
@@ -212,7 +221,6 @@ namespace JGL
{
void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
{
glBegin(GL_LINES);
glLineWidth(thickness);
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
@@ -226,22 +234,27 @@ namespace JGL
float x = pos.x;
float y = pos.y;
float z = pos.z;
GLfloat currentColor[4];
GLuint textures[text.size()];
glGetFloatv(GL_CURRENT_COLOR, currentColor);
glUseProgram(0); // Fixed-function pipeline.
glColor3f(1.0f, 1.0f, 1.0f);
glColor4f(color.r, color.g, color.b, 1.0f);
FT_Set_Pixel_Sizes(face, 0, size);
const char* c;
for (c = text.c_str(); *c; c++)
//for (c = text.c_str(); *c; c++)
for (int i = 0; i < text.length(); i++)
{
if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
if (FT_Load_Char(face, text.c_str()[i], FT_LOAD_RENDER))
continue;
FT_GlyphSlot g = face->glyph;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &textures[i]);
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -282,7 +295,13 @@ namespace JGL
y += (g->advance.y >> 6) * scale;
}
for (auto& t : textures)
glDeleteTextures(1, &t);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
}
}

View File

@@ -1,209 +0,0 @@
#include <LearnOpenGL/Shader.h>
namespace LearnOpenGL
{
Shader::Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath) {
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try { // Open Files
vShaderFile.open(vertexProgramPath);
fShaderFile.open(fragmentProgramPath);
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();
if (false)
{
gShaderFile.open("");
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
} catch (std::ifstream::failure& e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.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 = geometryCode.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) // geometryPath != nullptr)
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) //geometryPath != nullptr)
glDeleteShader(geometry);
}
Shader::Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc) {
std::string geometryCode;
const char* vShaderCode = vertexProgramSrc.c_str();
const char* fShaderCode = fragmentProgramSrc.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 = geometryCode.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) // geometryPath != nullptr)
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) //geometryPath != nullptr)
glDeleteShader(geometry);
}
void Shader::use() {
glUseProgram(ID);
}
GLint Shader::getAttribute(const std::string& name) const
{
return glGetAttribLocation(ID, name.c_str());
}
GLint Shader::getUniform(const std::string &name) const {
return glGetUniformLocation(ID, name.c_str());
}
void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const Vector2 &value) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), value.x, value.y);
}
void Shader::setVec2(const std::string &name, float x, float y) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
void Shader::setVec3(const std::string &name, const Vector3 &value) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z);
}
void Shader::setVec3(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string &name, const Vector4 &value) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z, value.w);
}
void Shader::setVec4(const std::string &name, float x, float y, float z, float w) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string &name, const Matrix2x2 &mat) const {
//glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat3(const std::string &name, const Matrix3x3 &mat) const {
//glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat4(const std::string &name, const Matrix4x4 &mat) const {
//glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::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 << 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 << std::endl;
}
}
}
Shader::Shader() {}
}

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@@ -1,29 +0,0 @@
#include <LearnOpenGL/Texture2D.h>
#include <glad/glad.h>
#include <GL/glut.h>
Texture2D::Texture2D()
: Width(0), Height(0), InternalFormat(GL_RGB), ImageFormat(GL_RGB), WrapS(GL_REPEAT), WrapT(GL_REPEAT),
Filter_Min(GL_LINEAR), Filter_Max(GL_LINEAR) {
glGenTextures(1, &this->ID);
}
void Texture2D::Generate(unsigned int width, unsigned int height, unsigned char *data) {
this->Width = width;
this->Height = height;
glBindTexture(GL_TEXTURE_2D, this->ID);
glTexImage2D(GL_TEXTURE_2D, 0, this->InternalFormat, width, height, 0, this->ImageFormat, GL_UNSIGNED_BYTE,
data);
// set Texture wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->WrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->WrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Max);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture2D::Bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}