Bind attribute location

Realized that attribute locations were not bound for the geometry pass. Fixed that and renamed variables to be camelCase
This commit is contained in:
Jack 2024-08-25 22:16:14 -04:00
parent 944f98243c
commit f638a2f1f8
2 changed files with 315 additions and 308 deletions

View File

@ -1,7 +1,7 @@
#version 450 core #version 450 core
layout(location = 0) in vec3 inPosition; layout(location = 0) in vec3 posAttrib;
layout(location = 1) in vec2 inTexCoord; layout(location = 1) in vec2 texCoordAttrib;
out VS_OUT { out VS_OUT {
vec3 position; vec3 position;
@ -9,6 +9,6 @@ out VS_OUT {
} vs_out; } vs_out;
void main() { void main() {
vs_out.position = (vec4(inPosition, 1.0f)).xyz; vs_out.position = (vec4(posAttrib, 1.0f)).xyz;
vs_out.texCoord = inTexCoord; vs_out.texCoord = texCoordAttrib;
} }

View File

@ -10,106 +10,106 @@ using namespace std;
// Create a NULL-terminated string by reading the provided file // Create a NULL-terminated string by reading the provided file
static char* readShaderSource(const char* shaderFile) static char* readShaderSource(const char* shaderFile)
{ {
ifstream ifs(shaderFile, ios::in | ios::binary | ios::ate); ifstream ifs(shaderFile, ios::in | ios::binary | ios::ate);
if (ifs.is_open()) if (ifs.is_open())
{ {
unsigned int filesize = static_cast<unsigned int>(ifs.tellg()); unsigned int filesize = static_cast<unsigned int>(ifs.tellg());
ifs.seekg(0, ios::beg); ifs.seekg(0, ios::beg);
char* bytes = new char[filesize + 1]; char* bytes = new char[filesize + 1];
memset(bytes, 0, filesize + 1); memset(bytes, 0, filesize + 1);
ifs.read(bytes, filesize); ifs.read(bytes, filesize);
ifs.close(); ifs.close();
return bytes; return bytes;
} }
return NULL; return NULL;
} }
void printShaderCompileError(GLuint shader) void printShaderCompileError(GLuint shader)
{ {
GLint logSize; GLint logSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize); glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize]; char* logMsg = new char[logSize];
glGetShaderInfoLog(shader, logSize, NULL, logMsg); glGetShaderInfoLog(shader, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl; std::cerr << logMsg << std::endl;
delete[] logMsg; delete[] logMsg;
} }
void printProgramLinkError(GLuint program) void printProgramLinkError(GLuint program)
{ {
GLint logSize; GLint logSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize); glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize]; char* logMsg = new char[logSize];
glGetProgramInfoLog(program, logSize, NULL, logMsg); glGetProgramInfoLog(program, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl; std::cerr << logMsg << std::endl;
delete[] logMsg; delete[] logMsg;
} }
GLuint InitShader(const char* computeShaderFile) GLuint InitShader(const char* computeShaderFile)
{ {
bool error = false; bool error = false;
struct Shader struct Shader
{ {
const char* filename; const char* filename;
GLenum type; GLenum type;
GLchar* source; GLchar* source;
} shaders[1] = } shaders[1] =
{ {
{ computeShaderFile, GL_COMPUTE_SHADER, NULL } { computeShaderFile, GL_COMPUTE_SHADER, NULL }
}; };
GLuint program = glCreateProgram(); GLuint program = glCreateProgram();
for (int i = 0; i < 1; ++i) for (int i = 0; i < 1; ++i)
{ {
Shader& s = shaders[i]; Shader& s = shaders[i];
s.source = readShaderSource(s.filename); s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL) if (shaders[i].source == NULL)
{ {
std::cerr << "Failed to read " << s.filename << std::endl; std::cerr << "Failed to read " << s.filename << std::endl;
error = true; error = true;
} }
GLuint shader = glCreateShader(s.type); GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL); glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader); glCompileShader(shader);
GLint compiled; GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) if (!compiled)
{ {
std::cerr << s.filename << " failed to compile:" << std::endl; std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader); printShaderCompileError(shader);
error = true; error = true;
} }
delete[] s.source; delete[] s.source;
glAttachShader(program, shader); glAttachShader(program, shader);
} }
/* link and error check */ /* link and error check */
glLinkProgram(program); glLinkProgram(program);
GLint linked; GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked); glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) if (!linked)
{ {
std::cerr << "Shader program failed to link" << std::endl; std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program); printProgramLinkError(program);
error = true; error = true;
} }
if (error == true) if (error == true)
{ {
return -1; return -1;
} }
/* use program object */ /* use program object */
glUseProgram(program); glUseProgram(program);
return program; return program;
} }
@ -117,294 +117,301 @@ GLuint InitShader(const char* computeShaderFile)
GLuint InitShader(const char* vShaderFile, const char* fShaderFile) GLuint InitShader(const char* vShaderFile, const char* fShaderFile)
{ {
bool error = false; bool error = false;
struct Shader struct Shader
{ {
const char* filename; const char* filename;
GLenum type; GLenum type;
GLchar* source; GLchar* source;
} shaders[2] = } shaders[2] =
{ {
{ vShaderFile, GL_VERTEX_SHADER, NULL }, { vShaderFile, GL_VERTEX_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL } { fShaderFile, GL_FRAGMENT_SHADER, NULL }
}; };
GLuint program = glCreateProgram(); GLuint program = glCreateProgram();
for (int i = 0; i < 2; ++i) for (int i = 0; i < 2; ++i)
{ {
Shader& s = shaders[i]; Shader& s = shaders[i];
s.source = readShaderSource(s.filename); s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL) if (shaders[i].source == NULL)
{ {
std::cerr << "Failed to read " << s.filename << std::endl; std::cerr << "Failed to read " << s.filename << std::endl;
error = true; error = true;
} }
GLuint shader = glCreateShader(s.type); GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL); glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader); glCompileShader(shader);
GLint compiled; GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) if (!compiled)
{ {
std::cerr << s.filename << " failed to compile:" << std::endl; std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader); printShaderCompileError(shader);
error = true; error = true;
} }
delete[] s.source; delete[] s.source;
glAttachShader(program, shader); glAttachShader(program, shader);
} }
//set shader attrib locations //set shader attrib locations
const int pos_loc = 0; const int posLoc = 0;
const int tex_coord_loc = 1; const int texCoordLoc = 1;
const int normal_loc = 2; const int normalLoc = 2;
glBindAttribLocation(program, pos_loc, "pos_attrib"); glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, tex_coord_loc, "tex_coord_attrib"); glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
glBindAttribLocation(program, normal_loc, "normal_attrib"); glBindAttribLocation(program, normalLoc, "normalAttrib");
/* link and error check */ /* link and error check */
glLinkProgram(program); glLinkProgram(program);
GLint linked; GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked); glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) if (!linked)
{ {
std::cerr << "Shader program failed to link" << std::endl; std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program); printProgramLinkError(program);
error = true; error = true;
} }
if (error == true) if (error == true)
{ {
return -1; return -1;
} }
/* use program object */ /* use program object */
glUseProgram(program); glUseProgram(program);
return program; return program;
} }
// Create a GLSL program object from vertex and fragment shader files // Create a GLSL program object from vertex and fragment shader files
GLuint InitShader(const char* vShaderFile, const char* gShaderFile, const char* fShaderFile) GLuint InitShader(const char* vShaderFile, const char* gShaderFile, const char* fShaderFile)
{ {
bool error = false; bool error = false;
struct Shader struct Shader
{ {
const char* filename; const char* filename;
GLenum type; GLenum type;
GLchar* source; GLchar* source;
} shaders[3] = } shaders[3] =
{ {
{ vShaderFile, GL_VERTEX_SHADER, NULL }, { vShaderFile, GL_VERTEX_SHADER, NULL },
{ gShaderFile, GL_GEOMETRY_SHADER, NULL }, { gShaderFile, GL_GEOMETRY_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL } { fShaderFile, GL_FRAGMENT_SHADER, NULL }
}; };
GLuint program = glCreateProgram(); GLuint program = glCreateProgram();
for (int i = 0; i < 3; ++i) for (int i = 0; i < 3; ++i)
{ {
Shader& s = shaders[i]; Shader& s = shaders[i];
s.source = readShaderSource(s.filename); s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL) if (shaders[i].source == NULL)
{ {
std::cerr << "Failed to read " << s.filename << std::endl; std::cerr << "Failed to read " << s.filename << std::endl;
error = true; error = true;
} }
GLuint shader = glCreateShader(s.type); GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL); glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader); glCompileShader(shader);
GLint compiled; GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) if (!compiled)
{ {
std::cerr << s.filename << " failed to compile:" << std::endl; std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader); printShaderCompileError(shader);
error = true; error = true;
} }
delete[] s.source; delete[] s.source;
glAttachShader(program, shader); glAttachShader(program, shader);
} }
//set shader attrib locations //set shader attrib locations
const int pos_loc = 0; const int posLoc = 0;
const int tex_coord_loc = 1; const int texCoordLoc = 1;
const int normal_loc = 2; const int normalLoc = 2;
glBindAttribLocation(program, pos_loc, "pos_attrib"); glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, tex_coord_loc, "tex_coord_attrib"); glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
glBindAttribLocation(program, normal_loc, "normal_attrib"); glBindAttribLocation(program, normalLoc, "normalAttrib");
/* link and error check */ /* link and error check */
glLinkProgram(program); glLinkProgram(program);
GLint linked; GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked); glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) if (!linked)
{ {
std::cerr << "Shader program failed to link" << std::endl; std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program); printProgramLinkError(program);
error = true; error = true;
} }
if (error == true) if (error == true)
{ {
return -1; return -1;
} }
/* use program object */ /* use program object */
glUseProgram(program); glUseProgram(program);
return program; return program;
} }
GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* fShaderFile ) GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* fShaderFile )
{ {
bool error = false; bool error = false;
struct Shader struct Shader
{ {
const char* filename; const char* filename;
GLenum type; GLenum type;
std::string source; std::string source;
} shaders[4] = } shaders[4] =
{ {
{ vShaderFile, GL_VERTEX_SHADER, "" }, { vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" }, { tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" }, { teShader, GL_TESS_EVALUATION_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" } { fShaderFile, GL_FRAGMENT_SHADER, "" }
}; };
GLuint program = glCreateProgram(); GLuint program = glCreateProgram();
for ( int i = 0; i < 4; ++i ) for ( int i = 0; i < 4; ++i )
{ {
Shader& s = shaders[i]; Shader& s = shaders[i];
s.source = readShaderSource(s.filename); s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 ) if ( shaders[i].source.length() == 0 )
{ {
std::cerr << "Failed to read " << s.filename << std::endl; std::cerr << "Failed to read " << s.filename << std::endl;
error = true; error = true;
} }
GLuint shader = glCreateShader( s.type ); GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str(); const char *c_str = s.source.c_str();
glShaderSource(shader, 1, (const GLchar**)&c_str, NULL); glShaderSource(shader, 1, (const GLchar**)&c_str, NULL);
glCompileShader( shader ); glCompileShader( shader );
GLint compiled; GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled ); glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled ) if ( !compiled )
{ {
std::cerr << s.filename << " failed to compile:" << std::endl; std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader); printShaderCompileError(shader);
error = true; error = true;
} }
glAttachShader( program, shader ); glAttachShader( program, shader );
} }
/* link and error check */ //set shader attrib locations
glLinkProgram(program); const int posLoc = 0;
const int texCoordLoc = 1;
GLint linked; glBindAttribLocation(program, posLoc, "posAttrib");
glGetProgramiv( program, GL_LINK_STATUS, &linked ); glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
if ( !linked )
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true; /* link and error check */
} glLinkProgram(program);
if(error == true) GLint linked;
{ glGetProgramiv( program, GL_LINK_STATUS, &linked );
return -1; if ( !linked )
} {
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
/* use program object */ error = true;
glUseProgram(program); }
return program; if(error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
} }
GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* gShaderFile, const char* fShaderFile ) GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* gShaderFile, const char* fShaderFile )
{ {
bool error = false; bool error = false;
struct Shader struct Shader
{ {
const char* filename; const char* filename;
GLenum type; GLenum type;
std::string source; std::string source;
} shaders[5] = } shaders[5] =
{ {
{ vShaderFile, GL_VERTEX_SHADER, "" }, { vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" }, { tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" }, { teShader, GL_TESS_EVALUATION_SHADER, "" },
{ gShaderFile, GL_GEOMETRY_SHADER, "" }, { gShaderFile, GL_GEOMETRY_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" } { fShaderFile, GL_FRAGMENT_SHADER, "" }
}; };
GLuint program = glCreateProgram(); GLuint program = glCreateProgram();
for ( int i = 0; i < 5; ++i ) for ( int i = 0; i < 5; ++i )
{ {
Shader& s = shaders[i]; Shader& s = shaders[i];
s.source = readShaderSource(s.filename); s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 ) if ( shaders[i].source.length() == 0 )
{ {
std::cerr << "Failed to read " << s.filename << std::endl; std::cerr << "Failed to read " << s.filename << std::endl;
error = true; error = true;
} }
GLuint shader = glCreateShader( s.type ); GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str(); const char *c_str = s.source.c_str();
glShaderSource( shader, 1, (const GLchar**) &c_str, NULL ); glShaderSource( shader, 1, (const GLchar**) &c_str, NULL );
glCompileShader( shader ); glCompileShader( shader );
GLint compiled; GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled ); glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled ) if ( !compiled )
{ {
std::cerr << s.filename << " failed to compile:" << std::endl; std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader); printShaderCompileError(shader);
error = true; error = true;
} }
glAttachShader( program, shader ); glAttachShader( program, shader );
} }
/* link and error check */ /* link and error check */
glLinkProgram(program); glLinkProgram(program);
GLint linked; GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked ); glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked ) if ( !linked )
{ {
std::cerr << "Shader program failed to link" << std::endl; std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program); printProgramLinkError(program);
error = true; error = true;
} }
if(error == true) if(error == true)
{ {
return -1; return -1;
} }
/* use program object */ /* use program object */
glUseProgram(program); glUseProgram(program);
return program; return program;
} }