Added a simple shader hardcoded in a string, and a function for creating and compiling the shader

This commit is contained in:
MichaelFisher1997 2025-01-06 18:32:22 +00:00
parent 3cab7282dc
commit 087343599c
2 changed files with 96 additions and 23 deletions

View File

@ -1,6 +1,10 @@
#include <GL/glew.h> // Include GLEW before <SDL2/SDL.h>?
#include "sdl.hpp"
#include <alloca.h>
#include <iostream>
//#include <iterator>
#include <ostream>
#include <string>
SdlWindow::SdlWindow(const char* title, int width, int height)
: m_window(nullptr),
@ -69,6 +73,27 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
std::string vertexShader =
"#version 330 core\n"
"\n"
"layout(location = 0) in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
std::string fragmentShader =
"#version 330 core\n"
"\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
unsigned int shader = createShader(vertexShader, fragmentShader);
glUseProgram(shader);
}
@ -187,3 +212,44 @@ void SdlWindow::setFullscreen(bool fullscreen) {
}
}
unsigned int SdlWindow::compileShader(unsigned int type, const std::string& source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str(); // <--- this string needs to exist when compiling/running
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
//TODO: error handling
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char)); //do i need to deallocate this??
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile" << (type == GL_VERTEX_SHADER ? "vertex":"fragment") << "shader" << std::endl; // print out what type of shader it is
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
//
return id;
}
unsigned int SdlWindow::createShader(const std::string& vertexShader, const std::string& fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = compileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = compileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}

View File

@ -1,6 +1,7 @@
#pragma once
#include <SDL2/SDL.h>
#include <string>
// Include the OpenGL headers (these may vary by system)
#if defined(__APPLE__)
#include <OpenGL/gl3.h> // On macOS, <OpenGL/gl3.h> is often used
@ -8,7 +9,7 @@
#include <GL/glew.h> // or <glad/glad.h> if using GLAD
#endif
#include <iostream>
//#include <iostream>
// Forward declaration of classes and structs if needed
// class SomethingElse;
@ -23,6 +24,8 @@ public:
// Run the main loop
void run();
unsigned int compileShader(unsigned int type, const std::string& source);
unsigned int createShader(const std::string& vetexShader, const std::string& fragmentShader);
void setFullscreen(bool fullscreen);
@ -37,6 +40,10 @@ private:
int m_windowedWidth; // stored width before fullscreen
int m_windowedHeight; // stored height before fullscreen
SDL_GLContext m_glContext;
// temp shader stuff
std::string vetexShader;
std::string fragmentShader;
unsigned int shader;
// Private methods