Shader loading error text fix
This commit is contained in:
parent
8c261efbd4
commit
54178eafc1
@ -2,6 +2,7 @@
|
||||
|
||||
#include <iostream>
|
||||
#include "Assets.h"
|
||||
#include "../files/files.h"
|
||||
#include "../coders/png.h"
|
||||
#include "../graphics/Shader.h"
|
||||
#include "../graphics/Texture.h"
|
||||
@ -17,8 +18,8 @@ using std::filesystem::path;
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
bool assetload::texture(Assets* assets,
|
||||
const path& filename,
|
||||
const string& name) {
|
||||
const path filename,
|
||||
const string name) {
|
||||
Texture* texture = png::load_texture(filename.string());
|
||||
if (texture == nullptr) {
|
||||
std::cerr << "failed to load texture '" << name << "'" << std::endl;
|
||||
@ -29,10 +30,18 @@ bool assetload::texture(Assets* assets,
|
||||
}
|
||||
|
||||
bool assetload::shader(Assets* assets,
|
||||
const path& filename,
|
||||
const path filename,
|
||||
const string& name) {
|
||||
Shader* shader = Shader::loadShader(filename.string() + ".glslv",
|
||||
filename.string() + ".glslf");
|
||||
path vertexFile = filename;
|
||||
path fragmentFile = filename;
|
||||
vertexFile.append(".glslv");
|
||||
fragmentFile.append(".glslf");
|
||||
|
||||
string vertexSource = files::read_string(vertexFile);
|
||||
string fragmentSource = files::read_string(fragmentFile);
|
||||
|
||||
Shader* shader = Shader::loadShader(vertexFile, fragmentFile,
|
||||
vertexSource, fragmentSource);
|
||||
if (shader == nullptr) {
|
||||
std::cerr << "failed to load shader '" << name << "'" << std::endl;
|
||||
return false;
|
||||
@ -42,8 +51,8 @@ bool assetload::shader(Assets* assets,
|
||||
}
|
||||
|
||||
bool assetload::atlas(Assets* assets,
|
||||
const path& directory,
|
||||
const string& name) {
|
||||
const path directory,
|
||||
const string name) {
|
||||
AtlasBuilder builder;
|
||||
for (const auto& entry : fs::directory_iterator(directory)) {
|
||||
path file = entry.path();
|
||||
@ -60,8 +69,8 @@ bool assetload::atlas(Assets* assets,
|
||||
}
|
||||
|
||||
bool assetload::font(Assets* assets,
|
||||
const path& filename,
|
||||
const string& name) {
|
||||
const path filename,
|
||||
const string name) {
|
||||
vector<Texture*> pages;
|
||||
for (size_t i = 0; i <= 4; i++) {
|
||||
string name = filename.string() + "_" + std::to_string(i) + ".png";
|
||||
|
||||
@ -8,17 +8,17 @@ class Assets;
|
||||
|
||||
namespace assetload {
|
||||
bool texture(Assets* assets,
|
||||
const std::filesystem::path& filename,
|
||||
const std::string& name);
|
||||
const std::filesystem::path filename,
|
||||
const std::string name);
|
||||
bool shader(Assets* assets,
|
||||
const std::filesystem::path& filename,
|
||||
const std::string& name);
|
||||
const std::filesystem::path filename,
|
||||
const std::string name);
|
||||
bool atlas(Assets* assets,
|
||||
const std::filesystem::path& directory,
|
||||
const std::string& name);
|
||||
const std::filesystem::path directory,
|
||||
const std::string name);
|
||||
bool font(Assets* assets,
|
||||
const std::filesystem::path& filename,
|
||||
const std::string& name);
|
||||
const std::filesystem::path filename,
|
||||
const std::string name);
|
||||
}
|
||||
|
||||
#endif // ASSETS_ASSET_LOADERS_H_
|
||||
@ -12,6 +12,11 @@
|
||||
|
||||
#include "../coders/GLSLExtension.h"
|
||||
|
||||
using std::cerr;
|
||||
using std::endl;
|
||||
using glm::vec2;
|
||||
using glm::vec3;
|
||||
using std::string;
|
||||
using std::filesystem::path;
|
||||
|
||||
GLSLExtension* Shader::preprocessor = new GLSLExtension();
|
||||
@ -27,69 +32,46 @@ void Shader::use(){
|
||||
glUseProgram(id);
|
||||
}
|
||||
|
||||
void Shader::uniformMatrix(std::string name, glm::mat4 matrix){
|
||||
void Shader::uniformMatrix(string name, glm::mat4 matrix){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
void Shader::uniform1i(std::string name, int x){
|
||||
void Shader::uniform1i(string name, int x){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform1i(transformLoc, x);
|
||||
}
|
||||
|
||||
void Shader::uniform1f(std::string name, float x){
|
||||
void Shader::uniform1f(string name, float x){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform1f(transformLoc, x);
|
||||
}
|
||||
|
||||
void Shader::uniform2f(std::string name, float x, float y){
|
||||
void Shader::uniform2f(string name, float x, float y){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform2f(transformLoc, x, y);
|
||||
}
|
||||
|
||||
void Shader::uniform2f(std::string name, glm::vec2 xy){
|
||||
void Shader::uniform2f(string name, vec2 xy){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform2f(transformLoc, xy.x, xy.y);
|
||||
}
|
||||
|
||||
void Shader::uniform3f(std::string name, float x, float y, float z){
|
||||
void Shader::uniform3f(string name, float x, float y, float z){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform3f(transformLoc, x,y,z);
|
||||
}
|
||||
|
||||
void Shader::uniform3f(std::string name, glm::vec3 xyz){
|
||||
void Shader::uniform3f(string name, vec3 xyz){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform3f(transformLoc, xyz.x, xyz.y, xyz.z);
|
||||
}
|
||||
|
||||
|
||||
Shader* Shader::loadShader(std::string vertexFile, std::string fragmentFile) {
|
||||
// Reading Files
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
|
||||
vShaderFile.exceptions(std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::badbit);
|
||||
try {
|
||||
vShaderFile.open(vertexFile);
|
||||
fShaderFile.open(fragmentFile);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch(std::ifstream::failure& e) {
|
||||
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
Shader* Shader::loadShader(string vertexFile,
|
||||
string fragmentFile,
|
||||
string vertexCode,
|
||||
string fragmentCode) {
|
||||
vertexCode = preprocessor->process(path(vertexFile), vertexCode);
|
||||
fragmentCode = preprocessor->process(path(fragmentFile), fragmentCode);
|
||||
|
||||
@ -107,8 +89,8 @@ Shader* Shader::loadShader(std::string vertexFile, std::string fragmentFile) {
|
||||
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
|
||||
if (!success){
|
||||
glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
|
||||
std::cerr << "SHADER::VERTEX: compilation failed: " << vertexFile << std::endl;
|
||||
std::cerr << infoLog << std::endl;
|
||||
cerr << "SHADER::VERTEX: compilation failed: " << vertexFile << endl;
|
||||
cerr << infoLog << endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@ -119,8 +101,8 @@ Shader* Shader::loadShader(std::string vertexFile, std::string fragmentFile) {
|
||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||
if (!success){
|
||||
glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
|
||||
std::cerr << "SHADER::FRAGMENT: compilation failed: " << vertexFile << std::endl;
|
||||
std::cerr << infoLog << std::endl;
|
||||
cerr << "SHADER::FRAGMENT: compilation failed: " << vertexFile << endl;
|
||||
cerr << infoLog << endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@ -133,8 +115,8 @@ Shader* Shader::loadShader(std::string vertexFile, std::string fragmentFile) {
|
||||
glGetProgramiv(id, GL_LINK_STATUS, &success);
|
||||
if (!success){
|
||||
glGetProgramInfoLog(id, 512, nullptr, infoLog);
|
||||
std::cerr << "SHADER::PROGRAM: linking failed" << std::endl;
|
||||
std::cerr << infoLog << std::endl;
|
||||
cerr << "SHADER::PROGRAM: linking failed" << endl;
|
||||
cerr << infoLog << endl;
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
@ -23,7 +23,8 @@ public:
|
||||
void uniform3f(std::string name, float x, float y, float z);
|
||||
void uniform3f(std::string name, glm::vec3 xyz);
|
||||
|
||||
static Shader* loadShader(std::string vertexFile, std::string fragmentFile);
|
||||
static Shader* loadShader(std::string vertexFile, std::string fragmentFile,
|
||||
std::string vertexSource, std::string fragmentSource);
|
||||
};
|
||||
|
||||
#endif /* GRAPHICS_SHADER_H_ */
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user