Added graphics shader support

This commit is contained in:
TheCherno
2025-05-27 21:07:28 +10:00
parent 87873485f3
commit 86a810b65e
2 changed files with 110 additions and 4 deletions

View File

@@ -5,19 +5,24 @@
#include <glad/gl.h> #include <glad/gl.h>
uint32_t CreateComputeShader(const std::filesystem::path& path) static std::string ReadTextFile(const std::filesystem::path& path)
{ {
std::ifstream file(path); std::ifstream file(path);
if (!file.is_open()) if (!file.is_open())
{ {
std::cerr << "Failed to open file: " << path.string() << std::endl; std::cerr << "Failed to open file: " << path.string() << std::endl;
return -1; return {};
} }
std::ostringstream contentStream; std::ostringstream contentStream;
contentStream << file.rdbuf(); contentStream << file.rdbuf();
std::string shaderSource = contentStream.str(); return contentStream.str();
}
uint32_t CreateComputeShader(const std::filesystem::path& path)
{
std::string shaderSource = ReadTextFile(path);
GLuint shaderHandle = glCreateShader(GL_COMPUTE_SHADER); GLuint shaderHandle = glCreateShader(GL_COMPUTE_SHADER);
@@ -79,3 +84,101 @@ uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path&
glDeleteProgram(shaderHandle); glDeleteProgram(shaderHandle);
return newShaderHandle; return newShaderHandle;
} }
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
{
std::string vertexShaderSource = ReadTextFile(vertexPath);
std::string fragmentShaderSource = ReadTextFile(fragmentPath);
// Vertex shader
GLuint vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER);
const GLchar* source = (const GLchar*)vertexShaderSource.c_str();
glShaderSource(vertexShaderHandle, 1, &source, 0);
glCompileShader(vertexShaderHandle);
GLint isCompiled = 0;
glGetShaderiv(vertexShaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vertexShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(vertexShaderHandle, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteShader(vertexShaderHandle);
return -1;
}
// Fragment shader
GLuint fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER);
source = (const GLchar*)fragmentShaderSource.c_str();
glShaderSource(fragmentShaderHandle, 1, &source, 0);
glCompileShader(fragmentShaderHandle);
isCompiled = 0;
glGetShaderiv(fragmentShaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(fragmentShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(fragmentShaderHandle, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteShader(fragmentShaderHandle);
return -1;
}
// Program linking
GLuint program = glCreateProgram();
glAttachShader(program, vertexShaderHandle);
glAttachShader(program, fragmentShaderHandle);
glLinkProgram(program);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteProgram(program);
glDeleteShader(vertexShaderHandle);
glDeleteShader(fragmentShaderHandle);
return -1;
}
glDetachShader(program, vertexShaderHandle);
glDetachShader(program, fragmentShaderHandle);
return program;
}
uint32_t ReloadGraphicsShader(uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
{
uint32_t newShaderHandle = CreateGraphicsShader(vertexPath, fragmentPath);
// Return old shader if compilation failed
if (newShaderHandle == -1)
return shaderHandle;
glDeleteProgram(shaderHandle);
return newShaderHandle;
}

View File

@@ -3,4 +3,7 @@
#include <filesystem> #include <filesystem>
uint32_t CreateComputeShader(const std::filesystem::path& path); uint32_t CreateComputeShader(const std::filesystem::path& path);
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path); uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path);
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);
uint32_t ReloadGraphicsShader(uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);