Added new shader struct
This commit is contained in:
parent
f83c533f6f
commit
7142ed2d6a
|
@ -4,7 +4,7 @@ OTHER_LIBS = -lm
|
|||
|
||||
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
|
||||
|
||||
cg1.out: test.out main.o $(OBJ) $(SHADERS)
|
||||
|
@ -17,7 +17,7 @@ test.out: test.o $(OBJ)
|
|||
%Shader.c: %Shader.glsl
|
||||
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
|
||||
|
||||
|
|
48
src/main.c
48
src/main.c
|
@ -11,11 +11,13 @@
|
|||
#include "transformation.h"
|
||||
#include "wavefrontobj.h"
|
||||
#include "sceneGraph.h"
|
||||
#include "shader.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <string.h>
|
||||
#include <stdbool.h>
|
||||
#include <assert.h>
|
||||
|
||||
GLuint program;
|
||||
|
||||
|
@ -55,6 +57,8 @@ SceneNode* rootNode;
|
|||
* Input handler for camera movement.
|
||||
* */
|
||||
void handleInputs(double deltaTime) {
|
||||
assert(window != NULL);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS) {
|
||||
cameraPosition = (vec3){0.0f, 1.7f, 2.4f};
|
||||
}
|
||||
|
@ -108,6 +112,7 @@ void handleInputs(double deltaTime) {
|
|||
|
||||
// input handler to quit with ESC
|
||||
void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
||||
assert(window != NULL);
|
||||
if (action == GLFW_PRESS) {
|
||||
if (key == GLFW_KEY_ESCAPE) {
|
||||
exitRequested = true;
|
||||
|
@ -116,6 +121,8 @@ void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int
|
|||
}
|
||||
|
||||
void renderNode(SceneNode* node) {
|
||||
assert(node != NULL);
|
||||
|
||||
if (!node->model) return;
|
||||
|
||||
mat4 modelView;
|
||||
|
@ -152,45 +159,26 @@ void renderNode(SceneNode* node) {
|
|||
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) {
|
||||
//IDEE: shader in array speichern und dann so kompilieren etc
|
||||
GLuint vertexShader;
|
||||
GLuint fragmentShader;
|
||||
GLint status;
|
||||
|
||||
compileShader(vertexShader_glsl, &vertexShader, GL_VERTEX_SHADER);
|
||||
compileShader(fragmentShader_glsl, &fragmentShader, GL_FRAGMENT_SHADER);
|
||||
Shader shaders[2] = {
|
||||
{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();
|
||||
|
||||
//das müsste evtl noch angepasst werden
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
// das müsste evtl noch angepasst werden
|
||||
for (int i = 0; i < 2; i++) {
|
||||
glAttachShader(program, shaders[i].id);
|
||||
}
|
||||
glLinkProgram(program);
|
||||
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -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
|
Loading…
Reference in New Issue