Have the first geom shader working that will explode the box.

This commit is contained in:
Zed A. Shaw 2026-09-06 13:17:04 -04:00
parent c4c808f3c5
commit 22c2b78fca
13 changed files with 153 additions and 20 deletions

View file

@ -5,8 +5,8 @@
#include <unordered_map>
#include "json.hpp"
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const unsigned int SCR_WIDTH = 1792;
const unsigned int SCR_HEIGHT = 1008;
#define MAX_LIGHTS 4
@ -96,9 +96,10 @@ namespace components {
struct Shader {
std::string vertex_path;
std::string frag_path;
std::string geometry_path;
};
ENROLL_COMPONENT(Shader, vertex_path, frag_path);
ENROLL_COMPONENT(Shader, vertex_path, frag_path, geometry_path);
struct Scene {
components::Shader shader;

View file

@ -50,6 +50,7 @@ void Scene::render(GLFWwindow* window) {
with_shader.setMat4("view", view);
with_shader.setMat4("projection", projection);
with_shader.setVec3("cameraPos", camera.position);
with_shader.setFloat("time", glfwGetTime());
for(auto& thing : things) {
draw_thing(with_shader, thing);

View file

@ -46,11 +46,11 @@ struct Scene {
bool reflect_on = false;
Scene(components::Scene& config):
shader{config.shader.vertex_path, config.shader.frag_path},
reflect_shader{config.reflect_shader.vertex_path, config.reflect_shader.frag_path},
skybox_shader{config.skybox_shader.vertex_path, config.skybox_shader.frag_path},
shader{config.shader},
reflect_shader{config.reflect_shader},
skybox_shader{config.skybox_shader},
skybox_faces{config.skybox_faces},
screen{.shader={config.screen_shader.vertex_path, config.screen_shader.frag_path}},
screen{.shader={config.screen_shader}},
materials{config.materials},
camera{
.position=config.camera.position,

View file

@ -61,19 +61,33 @@ unsigned int Shader::load_shader(const std::string& filename, GLenum shader_type
return shader_id;
}
Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) {
unsigned int vertex = load_shader(vertexPath, GL_VERTEX_SHADER);
unsigned int fragment = load_shader(fragmentPath, GL_FRAGMENT_SHADER);
Shader::Shader(components::Shader config) {
dbc::log($F("Loading shaders vert={}, frag={}, geom={}", config.vertex_path, config.frag_path, config.geometry_path));
unsigned int vertex = load_shader(config.vertex_path, GL_VERTEX_SHADER);
unsigned int fragment = load_shader(config.frag_path, GL_FRAGMENT_SHADER);
unsigned int geometry = UINT_MAX;
ID = glCreateProgram();
dbc::log($F("Created shader program ID: {}", ID));
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
if(config.geometry_path != "") {
geometry = load_shader(config.geometry_path, GL_GEOMETRY_SHADER);
glAttachShader(ID, geometry);
}
glLinkProgram(ID);
check_error("link", ID, GL_LINK_STATUS);
glDeleteShader(vertex);
glDeleteShader(fragment);
if(config.geometry_path != "") {
glDeleteShader(geometry);
}
}
void Shader::use() const {

View file

@ -16,7 +16,8 @@ class Shader
public:
unsigned int ID = UINT_MAX;
Shader(const std::string& vertexPath, const std::string& fragmentPath);
Shader(components::Shader config);
unsigned int load_shader(const std::string& filename, GLenum shader_type);
void use() const;
void setBool(const std::string &name, bool value) const;