Have the first geom shader working that will explode the box.
This commit is contained in:
parent
c4c808f3c5
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22c2b78fca
13 changed files with 153 additions and 20 deletions
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@ -1,20 +1,24 @@
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{
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"scene": {
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"shader": {
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"vertex_path": "shaders/21-framebuffers.vert.glsl",
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"frag_path": "shaders/21-framebuffers.frag.glsl"
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"vertex_path": "shaders/26-framebuffers.vert.glsl",
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"frag_path": "shaders/26-framebuffers.frag.glsl",
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"geometry_path": "shaders/26-geometry.glsl"
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},
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"reflect_shader": {
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"vertex_path": "shaders/24-vert.glsl",
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"frag_path": "shaders/24-frag.glsl"
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"frag_path": "shaders/24-frag.glsl",
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"geometry_path": ""
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},
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"screen_shader": {
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"vertex_path": "shaders/21-screen.vert.glsl",
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"frag_path": "shaders/21-screen.frag.glsl"
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"frag_path": "shaders/21-screen.frag.glsl",
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"geometry_path": ""
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},
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"skybox_shader": {
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"vertex_path": "shaders/24-skybox.vert.glsl",
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"frag_path": "shaders/24-skybox.frag.glsl"
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"frag_path": "shaders/24-skybox.frag.glsl",
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"geometry_path": ""
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},
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"skybox_faces": [
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"../assets/skybox/sky/right.jpg",
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17
26-geometry-shaders/shaders/26-frag.glsl
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17
26-geometry-shaders/shaders/26-frag.glsl
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@ -0,0 +1,17 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;
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uniform vec3 cameraPos;
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uniform samplerCube skybox;
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void main()
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{
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float ratio = 1.0/1.52;
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vec3 I = normalize(FragPos - cameraPos);
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vec3 R = refract(I, normalize(Normal), ratio);
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FragColor = vec4(texture(skybox, R).rgb, 1.0);
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}
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11
26-geometry-shaders/shaders/26-framebuffers.frag.glsl
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11
26-geometry-shaders/shaders/26-framebuffers.frag.glsl
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@ -0,0 +1,11 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D texture1;
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void main()
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{
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FragColor = texture(texture1, TexCoords);
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}
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23
26-geometry-shaders/shaders/26-framebuffers.vert.glsl
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23
26-geometry-shaders/shaders/26-framebuffers.vert.glsl
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@ -0,0 +1,23 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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out VS_OUT {
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vec2 texCoords;
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} vs_out;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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vs_out.texCoords = aTexCoords;
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}
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40
26-geometry-shaders/shaders/26-geometry.glsl
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40
26-geometry-shaders/shaders/26-geometry.glsl
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@ -0,0 +1,40 @@
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#version 330 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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in VS_OUT {
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vec2 texCoords;
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} gs_in[];
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out vec2 TexCoords;
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uniform float time;
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vec4 explode(vec4 position, vec3 normal)
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{
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float magnitude = 2.0;
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vec3 direction = normal * ((sin(time) + 1.0) / 2.0) * magnitude;
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return position + vec4(direction, 0.0);
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}
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vec3 GetNormal()
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{
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vec3 a = vec3(gl_in[0].gl_Position) - vec3(gl_in[1].gl_Position);
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vec3 b = vec3(gl_in[2].gl_Position) - vec3(gl_in[1].gl_Position);
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return normalize(cross(a, b));
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}
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void main() {
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vec3 normal = GetNormal();
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gl_Position = explode(gl_in[0].gl_Position, normal);
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TexCoords = gs_in[0].texCoords;
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EmitVertex();
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gl_Position = explode(gl_in[1].gl_Position, normal);
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TexCoords = gs_in[1].texCoords;
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EmitVertex();
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gl_Position = explode(gl_in[2].gl_Position, normal);
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TexCoords = gs_in[2].texCoords;
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EmitVertex();
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EndPrimitive();
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}
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21
26-geometry-shaders/shaders/26-vert.glsl
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21
26-geometry-shaders/shaders/26-vert.glsl
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@ -0,0 +1,21 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec3 Position;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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Normal = mat3(transpose(inverse(model))) * aNormal;
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FragPos = vec3(model * vec4(aPos, 1.0));
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gl_Position = projection * view * vec4(FragPos, 1.0);
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TexCoords = aTexCoords;
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}
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@ -5,8 +5,8 @@
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#include <unordered_map>
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#include "json.hpp"
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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const unsigned int SCR_WIDTH = 1792;
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const unsigned int SCR_HEIGHT = 1008;
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#define MAX_LIGHTS 4
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@ -96,9 +96,10 @@ namespace components {
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struct Shader {
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std::string vertex_path;
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std::string frag_path;
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std::string geometry_path;
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};
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ENROLL_COMPONENT(Shader, vertex_path, frag_path);
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ENROLL_COMPONENT(Shader, vertex_path, frag_path, geometry_path);
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struct Scene {
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components::Shader shader;
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@ -50,6 +50,7 @@ void Scene::render(GLFWwindow* window) {
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with_shader.setMat4("view", view);
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with_shader.setMat4("projection", projection);
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with_shader.setVec3("cameraPos", camera.position);
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with_shader.setFloat("time", glfwGetTime());
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for(auto& thing : things) {
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draw_thing(with_shader, thing);
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@ -46,11 +46,11 @@ struct Scene {
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bool reflect_on = false;
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Scene(components::Scene& config):
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shader{config.shader.vertex_path, config.shader.frag_path},
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reflect_shader{config.reflect_shader.vertex_path, config.reflect_shader.frag_path},
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skybox_shader{config.skybox_shader.vertex_path, config.skybox_shader.frag_path},
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shader{config.shader},
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reflect_shader{config.reflect_shader},
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skybox_shader{config.skybox_shader},
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skybox_faces{config.skybox_faces},
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screen{.shader={config.screen_shader.vertex_path, config.screen_shader.frag_path}},
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screen{.shader={config.screen_shader}},
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materials{config.materials},
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camera{
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.position=config.camera.position,
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@ -61,19 +61,33 @@ unsigned int Shader::load_shader(const std::string& filename, GLenum shader_type
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return shader_id;
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}
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Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) {
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unsigned int vertex = load_shader(vertexPath, GL_VERTEX_SHADER);
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unsigned int fragment = load_shader(fragmentPath, GL_FRAGMENT_SHADER);
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Shader::Shader(components::Shader config) {
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dbc::log($F("Loading shaders vert={}, frag={}, geom={}", config.vertex_path, config.frag_path, config.geometry_path));
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unsigned int vertex = load_shader(config.vertex_path, GL_VERTEX_SHADER);
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unsigned int fragment = load_shader(config.frag_path, GL_FRAGMENT_SHADER);
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unsigned int geometry = UINT_MAX;
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ID = glCreateProgram();
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dbc::log($F("Created shader program ID: {}", ID));
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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if(config.geometry_path != "") {
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geometry = load_shader(config.geometry_path, GL_GEOMETRY_SHADER);
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glAttachShader(ID, geometry);
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}
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glLinkProgram(ID);
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check_error("link", ID, GL_LINK_STATUS);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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if(config.geometry_path != "") {
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glDeleteShader(geometry);
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}
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}
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void Shader::use() const {
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@ -16,7 +16,8 @@ class Shader
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public:
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unsigned int ID = UINT_MAX;
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Shader(const std::string& vertexPath, const std::string& fragmentPath);
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Shader(components::Shader config);
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unsigned int load_shader(const std::string& filename, GLenum shader_type);
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void use() const;
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void setBool(const std::string &name, bool value) const;
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@ -11,7 +11,7 @@ using namespace fuc2;
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*/
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namespace model_tests {
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void test_load_textures() {
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Shader shader{"shaders/14-vert.glsl", "shaders/14-frag.glsl"};
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Shader shader({"shaders/14-vert.glsl", "shaders/14-frag.glsl", ""});
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Model popcorn{"assets", "popcorn_model_a.glb"};
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popcorn.draw(shader);
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@ -7,7 +7,7 @@ using namespace fuc2;
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namespace shader_tests {
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void test_load_shaders() {
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Shader shader("shaders/3.3.shader.vs", "shaders/3.3.shader.fs");
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Shader shader({"shaders/3.3.shader.vs", "shaders/3.3.shader.fs", ""});
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shader.use();
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@ -16,7 +16,7 @@ namespace shader_tests {
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void test_compile_fail() {
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auto runner = [&]() {
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Shader shader("tests/bad_shader.vs", "shaders/3.3.shader.fs");
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Shader shader({"tests/bad_shader.vs", "shaders/3.3.shader.fs", ""});
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};
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BLOWS_UP(runner, "compile fail should blow up");
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