small fixes in shaders and small change in camera calls parameters

This commit is contained in:
Anselme 2016-12-07 16:15:25 +01:00
parent da4906452d
commit 60a1dfb781
4 changed files with 74 additions and 48 deletions

View File

@ -5,67 +5,77 @@
Shader::Shader(const std::string &vertexSource, const std::string &fragmentSource)
{
program = glCreateProgram();
m_lastShaderError = NULL;
m_lastProgramError = NULL;
m_program = glCreateProgram();
GLuint vertexShaderId = createShader(vertexSource, GL_VERTEX_SHADER);
GLuint fragmentShaderId = createShader(fragmentSource, GL_FRAGMENT_SHADER);
glAttachShader(program, vertexShaderId);
glAttachShader(program, fragmentShaderId);
glAttachShader(m_program, vertexShaderId);
glAttachShader(m_program, fragmentShaderId);
glBindAttribLocation(program, 0, "inPosition");
glBindAttribLocation(program, 1, "inNormal");
glBindAttribLocation(program, 2, "inTexCoord");
glBindAttribLocation(program, 3, "inTangent");
glBindAttribLocation(program, 4, "inBinormal");
glBindAttribLocation(m_program, 0, "inPosition");
glBindAttribLocation(m_program, 1, "inNormal");
glBindAttribLocation(m_program, 2, "inTexCoord");
glBindAttribLocation(m_program, 3, "inTangent");
glBindAttribLocation(m_program, 4, "inBinormal");
glLinkProgram(program);
glLinkProgram(m_program);
// check errors
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
if (!linked) {
#ifdef RENDER_DEBUG
std::cerr << "Program not linked" << std::endl;
printProgramInfoLog(program);
program = 0;
#endif
printProgramInfoLog(m_program);
m_program = 0;
}
glDetachShader(program, vertexShaderId);
glDetachShader(program, fragmentShaderId);
glDetachShader(m_program, vertexShaderId);
glDetachShader(m_program, fragmentShaderId);
glDeleteShader(vertexShaderId);
glDeleteShader(fragmentShaderId);
}
Shader::Shader(const std::string &vertexSource, const std::string &geometrySource, const std::string &fragmentSource)
{
program = glCreateProgram();
m_lastShaderError = NULL;
m_lastProgramError = NULL;
m_program = glCreateProgram();
GLuint vertexShaderId = createShader(vertexSource, GL_VERTEX_SHADER);
GLuint geometryShaderId = createShader(geometrySource, GL_GEOMETRY_SHADER);
GLuint fragmentShaderId = createShader(fragmentSource, GL_FRAGMENT_SHADER);
glAttachShader(program, vertexShaderId);
glAttachShader(program, geometryShaderId);
glAttachShader(program, fragmentShaderId);
glAttachShader(m_program, vertexShaderId);
glAttachShader(m_program, geometryShaderId);
glAttachShader(m_program, fragmentShaderId);
glBindAttribLocation(program, 0, "inPosition");
glBindAttribLocation(program, 1, "inNormal");
glBindAttribLocation(program, 2, "inTexCoord");
glBindAttribLocation(m_program, 0, "inPosition");
glBindAttribLocation(m_program, 1, "inNormal");
glBindAttribLocation(m_program, 2, "inTexCoord");
glLinkProgram(program);
glLinkProgram(m_program);
// check errors
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
if (!linked) {
#ifdef RENDER_DEBUG
std::cerr << "Program not linked" << std::endl;
printProgramInfoLog(program);
program = 0;
#endif
printProgramInfoLog(m_program);
m_program = 0;
}
glDetachShader(program, vertexShaderId);
glDetachShader(program, geometryShaderId);
glDetachShader(program, fragmentShaderId);
glDetachShader(m_program, vertexShaderId);
glDetachShader(m_program, geometryShaderId);
glDetachShader(m_program, fragmentShaderId);
glDeleteShader(vertexShaderId);
glDeleteShader(geometryShaderId);
glDeleteShader(fragmentShaderId);
@ -74,9 +84,13 @@ Shader::Shader(const std::string &vertexSource, const std::string &geometrySourc
Shader::~Shader()
{
bool ok;
ok = glIsProgram(program);
ok = glIsProgram(m_program);
if(ok)
glDeleteProgram(program);
glDeleteProgram(m_program);
if(m_lastShaderError != NULL)
delete [] m_lastShaderError;
if(m_lastProgramError != NULL)
delete [] m_lastProgramError;
}
GLuint Shader::createShader(const std::string &source, GLenum shaderType)
@ -91,6 +105,7 @@ GLuint Shader::createShader(const std::string &source, GLenum shaderType)
GLint compiled;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
#ifdef RENDER_DEBUG
std::string type_str;
switch(shaderType)
{
@ -106,6 +121,7 @@ GLuint Shader::createShader(const std::string &source, GLenum shaderType)
}
std::cerr << type_str << " shader not compiled : " << std::endl;
std::cout << "Shader source :" << std::endl << source << std::endl;
#endif
printShaderInfoLog(shaderId);
return 0;
}
@ -117,13 +133,15 @@ void Shader::printShaderInfoLog(GLuint shaderId)
{
int infoLogLen = 0;
int charsWritten = 0;
GLchar *infoLog;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &infoLogLen);
if (infoLogLen > 0) {
infoLog = new GLchar[infoLogLen];
glGetShaderInfoLog(shaderId, infoLogLen, &charsWritten, infoLog);
std::cerr << "InfoLog:" << std::endl << infoLog << std::endl;
delete [] infoLog;
if(m_lastShaderError != NULL)
delete [] m_lastShaderError;
m_lastShaderError = new GLchar[infoLogLen];
glGetShaderInfoLog(shaderId, infoLogLen, &charsWritten, m_lastShaderError);
#ifdef RENDER_DEBUG
std::cerr << "InfoLog:" << std::endl << m_lastShaderError << std::endl;
#endif
}
}
@ -131,25 +149,27 @@ void Shader::printProgramInfoLog(GLuint programId)
{
int infoLogLen = 0;
int charsWritten = 0;
GLchar *infoLog;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLogLen);
if (infoLogLen > 0) {
infoLog = new GLchar[infoLogLen];
glGetProgramInfoLog(programId, infoLogLen, &charsWritten, infoLog);
std::cerr << "InfoLog:" << std::endl << infoLog << std::endl;
delete [] infoLog;
if(m_lastProgramError != NULL)
delete [] m_lastProgramError;
m_lastProgramError = new GLchar[infoLogLen];
glGetProgramInfoLog(programId, infoLogLen, &charsWritten, m_lastProgramError);
#ifdef RENDER_DEBUG
std::cerr << "InfoLog:" << std::endl << m_lastProgramError << std::endl;
#endif
}
}
GLuint Shader::getLocation(std::string attribName)
{
GLuint loc = glGetUniformLocation(program, attribName.c_str());
GLuint loc = glGetUniformLocation(m_program, attribName.c_str());
return loc;
}
void Shader::bind()
{
glUseProgram(program);
glUseProgram(m_program);
}
void Shader::unbind()

View File

@ -7,17 +7,23 @@
class Shader
{
GLuint program;
protected:
GLuint m_program;
GLuint createShader(const std::string &source, GLenum shaderType);
void printShaderInfoLog(GLuint shaderId);
void printProgramInfoLog(GLuint programId);
GLchar* m_lastShaderError;
GLchar* m_lastProgramError;
public:
Shader(const std::string &vertexSource, const std::string &fragmentSource);
Shader(const std::string &vertexSource, const std::string &geometrySource, const std::string &fragmentSource);
~Shader();
GLuint getLocation(std::string attribName);
const char* getLastShaderError() { return m_lastShaderError; }
const char* getLastProgramError() { return m_lastProgramError; }
bool isValid() {return m_program != 0;}
void bind();
void unbind();
void bindFloat(GLuint location, float val);

View File

@ -62,11 +62,11 @@ void TrackBallCamera::computeView()
m_view = glm::lookAt(m_center - m_direction*m_dist, m_center, glm::vec3(0, 1, 0));
}
void TrackBallCamera::zoom(int nbUnits)
void TrackBallCamera::zoom(float nbUnits)
{
while(nbUnits != 0)
while(nbUnits != 0.f)
{
if(nbUnits > 0)
if(nbUnits > 0.f)
{
m_dist *= DEFAULT_SCROLL_SPEED;
--nbUnits;

View File

@ -22,7 +22,7 @@ public:
void moveCamera(float dx, float dy);
void moveCamera(const glm::vec3 &diff);
void lookAt(const glm::vec3 &pos);
void zoom(int nbScrolls);
void zoom(float nbScrolls);
void reset();
glm::vec3 getDefaultPxInfo();
};