Added new shader struct

This commit is contained in:
JonasJan2 2024-06-22 11:24:14 +02:00
parent f83c533f6f
commit 7142ed2d6a
4 changed files with 62 additions and 32 deletions

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@ -4,7 +4,7 @@ OTHER_LIBS = -lm
ALL_LIBS = $(GLEW_LIBS) $(GLFW_LIBS) $(OTHER_LIBS) ALL_LIBS = $(GLEW_LIBS) $(GLFW_LIBS) $(OTHER_LIBS)
OBJ = matrixMath.o transformation.o wavefrontobj.o sceneGraph.o objectHandler.o OBJ = matrixMath.o transformation.o wavefrontobj.o sceneGraph.o objectHandler.o shader.o
SHADERS = fragmentShader.c vertexShader.c SHADERS = fragmentShader.c vertexShader.c
cg1.out: test.out main.o $(OBJ) $(SHADERS) cg1.out: test.out main.o $(OBJ) $(SHADERS)
@ -17,7 +17,7 @@ test.out: test.o $(OBJ)
%Shader.c: %Shader.glsl %Shader.c: %Shader.glsl
xxd -i $? > $@ xxd -i $? > $@
main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h sceneGraph.h objectHandler.h main.o: $(SHADERS) matrixMath.h transformation.h wavefrontobj.h sceneGraph.h objectHandler.h shader.h
test.o: matrixMath.h transformation.h wavefrontobj.h test.o: matrixMath.h transformation.h wavefrontobj.h

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@ -11,11 +11,13 @@
#include "transformation.h" #include "transformation.h"
#include "wavefrontobj.h" #include "wavefrontobj.h"
#include "sceneGraph.h" #include "sceneGraph.h"
#include "shader.h"
#include <stdlib.h> #include <stdlib.h>
#include <math.h> #include <math.h>
#include <string.h> #include <string.h>
#include <stdbool.h> #include <stdbool.h>
#include <assert.h>
GLuint program; GLuint program;
@ -55,6 +57,8 @@ SceneNode* rootNode;
* Input handler for camera movement. * Input handler for camera movement.
* */ * */
void handleInputs(double deltaTime) { void handleInputs(double deltaTime) {
assert(window != NULL);
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS) {
cameraPosition = (vec3){0.0f, 1.7f, 2.4f}; cameraPosition = (vec3){0.0f, 1.7f, 2.4f};
} }
@ -108,6 +112,7 @@ void handleInputs(double deltaTime) {
// input handler to quit with ESC // input handler to quit with ESC
void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) { void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
assert(window != NULL);
if (action == GLFW_PRESS) { if (action == GLFW_PRESS) {
if (key == GLFW_KEY_ESCAPE) { if (key == GLFW_KEY_ESCAPE) {
exitRequested = true; exitRequested = true;
@ -116,6 +121,8 @@ void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int
} }
void renderNode(SceneNode* node) { void renderNode(SceneNode* node) {
assert(node != NULL);
if (!node->model) return; if (!node->model) return;
mat4 modelView; mat4 modelView;
@ -152,45 +159,26 @@ void renderNode(SceneNode* node) {
draw_object(node->model->objectData); draw_object(node->model->objectData);
} }
void compileShader(const GLchar *shaderSource, GLuint* shader, GLenum shaderType) {
// Create the shader object
*shader = glCreateShader(shaderType);
// Attach the shader source code to the shader object
glShaderSource(*shader, 1, &shaderSource, NULL);
// Compile the shader
glCompileShader(*shader);
// Check the compile status
GLint status;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
// If compilation failed, retrieve and print the error log
if (!status) {
printf("Error compiling shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(*shader, 1024, NULL, infoLog);
printf("%s\n", infoLog);
exit(1);
}
}
void init(void) { void init(void) {
//IDEE: shader in array speichern und dann so kompilieren etc //IDEE: shader in array speichern und dann so kompilieren etc
GLuint vertexShader; GLuint vertexShader;
GLuint fragmentShader; GLuint fragmentShader;
GLint status; GLint status;
compileShader(vertexShader_glsl, &vertexShader, GL_VERTEX_SHADER); Shader shaders[2] = {
compileShader(fragmentShader_glsl, &fragmentShader, GL_FRAGMENT_SHADER); {GL_VERTEX_SHADER, 0},
{GL_FRAGMENT_SHADER, 0}
};
compileShader(vertexShader_glsl, &shaders[0]);
compileShader(fragmentShader_glsl, &shaders[1]);
// create and link shader program
program = glCreateProgram(); program = glCreateProgram();
//das müsste evtl noch angepasst werden // das müsste evtl noch angepasst werden
glAttachShader(program, vertexShader); for (int i = 0; i < 2; i++) {
glAttachShader(program, fragmentShader); glAttachShader(program, shaders[i].id);
}
glLinkProgram(program); glLinkProgram(program);

29
src/shader.c Normal file
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@ -0,0 +1,29 @@
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
typedef struct {
GLenum type;
GLuint id;
} Shader;
void compileShader(const GLchar *shaderSource, Shader *shader) {
shader->id = glCreateShader(shader->type);
glShaderSource(shader->id, 1, &shaderSource, NULL);
glCompileShader(shader->id);
GLint status;
glGetShaderiv(shader->id, GL_COMPILE_STATUS, &status);
if (!status) {
printf("Error compiling shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(shader->id, 1024, NULL, infoLog);
printf("%s\n", infoLog);
exit(1);
}
}

13
src/shader.h Normal file
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@ -0,0 +1,13 @@
#ifndef SHADER_UTIL_H
#define SHADER_UTIL_H
#include <GL/glew.h>
typedef struct {
GLenum type;
GLuint id;
} Shader;
void compileShader(const GLchar *shaderSource, Shader *shader);
#endif