added a camera class
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39cf068e91
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0bdca85075
10 changed files with 492 additions and 261 deletions
158
include/myEngine/shader.hpp
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158
include/myEngine/shader.hpp
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#ifndef SHADER_H
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#define SHADER_H
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#include <string>
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#include <glm/glm.hpp>
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#include <glad/glad.h>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader
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{
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public:
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// the program ID
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unsigned int ID;
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Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch(std::ifstream::failure e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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};
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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};
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if(!success)
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{
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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void use()
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{
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glUseProgram(ID);
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}
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setVec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(const std::string &name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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void setVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(const std::string &name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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void setVec4(const std::string &name, const glm::vec4 &value) const
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{
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(const std::string &name, float x, float y, float z, float w) const
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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void setMat2(const std::string &name, const glm::mat2 &mat) const
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{
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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void setMat3(const std::string &name, const glm::mat3 &mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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void setMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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};
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#endif
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