restructure v2

This commit is contained in:
Claire Schwarzer 2026-07-08 14:24:34 +02:00
parent e01595e155
commit dc5654ba9a
20 changed files with 910 additions and 791 deletions

176
engine/Backend/Shader.cpp Normal file
View file

@ -0,0 +1,176 @@
#include "Shader.h"
#include <fstream>
#include <sstream>
#include <iostream>
Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode, fragmentCode;
std::ifstream vertexFile, fragmentFile;
vertexFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fragmentFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// Open the files
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);
std::stringstream vertexStream, fragmentStream;
// Save the contents to our streams
vertexStream << vertexFile.rdbuf();
fragmentStream << fragmentFile.rdbuf();
// Close files
vertexFile.close();
fragmentFile.close();
// Save the contents to our strings
vertexCode = vertexStream.str();
fragmentCode = fragmentStream.str();
// Fix encoding issues, specifically for Linux
//vertexCode.erase(std::remove(vertexCode.begin(), vertexCode.end(), '\r'), vertexCode.end());
//fragmentCode.erase(std::remove(fragmentCode.begin(), fragmentCode.end(), '\r'), fragmentCode.end());
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vertexShaderSource = vertexCode.c_str();
const char* fragmentShaderSource = fragmentCode.c_str();
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
checkCompileErrors(vertexShader, "VERTEX");
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
checkCompileErrors(fragmentShader, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Shader::Use() const
{
glUseProgram(ID);
};
// Setters
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 glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
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 glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
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::setArr(const std::string &name, const GLint value[], const int &count) const
{
glUniform1iv(glGetUniformLocation(ID, name.c_str()), count, value);
}
// ------------------------------------------------------------------------
void Shader::setVec4(const std::string &name, const glm::vec4 &value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
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 glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void Shader::setMat3(const std::string &name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void Shader::setMat4(const std::string &name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::setDecal(int index, GLint tex, float opacity, const glm::vec4& uvCoords) const {
std::string indexStr = std::to_string(index);
GLint texLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].tex").c_str());
if (texLoc != -1) glUniform1i(texLoc, tex);
GLint opLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].opacity").c_str());
if (opLoc != -1) glUniform1f(opLoc, opacity);
GLint uvLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].uvCoords").c_str());
if (uvLoc != -1) {
glUniform4fv(uvLoc, 1, &uvCoords[0]);
}
}
void Shader::checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char 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 << "\n -- --------------------------------------------------- -- " << 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 << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}