PointLight Shadows

This commit is contained in:
4VRDriver
2020-09-26 14:21:02 +02:00
parent 33dc801483
commit 55b8efc6c4
25 changed files with 399 additions and 139 deletions

View File

@@ -6,13 +6,64 @@
#include "ShaderProgram.h"
ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* fragmentShaderPath) {
shaderProgramId = createShader(vertexShaderPath, fragmentShaderPath);
// Set transformation matrix as default to identity matrix
bind();
glm::mat4 identity_matrix = glm::mat4(1.0f);
setUniform("transform", identity_matrix);
unbind();
std::string vertexShaderSource = parse(vertexShaderPath);
std::string fragmentShaderSource = parse(fragmentShaderPath);
shaderProgramId = glCreateProgram();
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
glAttachShader(shaderProgramId, vs);
glAttachShader(shaderProgramId, fs);
glLinkProgram(shaderProgramId);
GLint isLinked = 0;
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
if(!isLinked) std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << fragmentShaderPath << std::endl;
#ifdef _RELEASE
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
#endif
}
ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* geometryShaderPath, const char* fragmentShaderPath) {
std::string vertexShaderSource = parse(vertexShaderPath);
std::string geometryShaderSource = parse(geometryShaderPath);
std::string fragmentShaderSource = parse(fragmentShaderPath);
shaderProgramId = glCreateProgram();
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
GLuint gs = compile(geometryShaderSource, GL_GEOMETRY_SHADER);
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
glAttachShader(shaderProgramId, vs);
glAttachShader(shaderProgramId, gs);
glAttachShader(shaderProgramId, fs);
glLinkProgram(shaderProgramId);
GLint isLinked = 0;
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
if(!isLinked) std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << geometryShaderPath << ", " << fragmentShaderPath << std::endl;
#ifdef _RELEASE
glDetachShader(program, vs);
glDetachShader(program, gs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(gs);
glDeleteShader(fs);
#endif
}
ShaderProgram::~ShaderProgram() {
@@ -27,35 +78,11 @@ void ShaderProgram::unbind() {
glUseProgram(0);
}
GLuint ShaderProgram::createShader(const char* vertexShaderPath, const char* framentShaderPath) {
std::string vertexShaderSource = parse(vertexShaderPath);
std::string fragmentShaderSource = parse(framentShaderPath);
GLuint program = glCreateProgram();
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
#ifdef _RELEASE
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
#endif
return program;
}
std::string ShaderProgram::parse(const char* filename) {
FILE* file;
file = fopen(filename, "rb");
if(!file) {
std::cout << "File " << filename << " not found!" << std::endl;
std::cout << "Shader " << filename << " not found!" << std::endl;
exit(-1);
}