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27 changed files with 237 additions and 177 deletions

2
.gitignore vendored
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@ -1,2 +1,2 @@
cmake-build-*/ cmake-build-*/
.idea/ .idea/workspace.xml

1
.idea/.name generated Normal file
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@ -0,0 +1 @@
perlin-shadows

13
.idea/codeStyles/Project.xml generated Normal file
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@ -0,0 +1,13 @@
<component name="ProjectCodeStyleConfiguration">
<code_scheme name="Project" version="173">
<clangFormatSettings>
<option name="ENABLED" value="true" />
</clangFormatSettings>
<editorconfig>
<option name="ENABLED" value="false" />
</editorconfig>
<codeStyleSettings language="Glsl">
<option name="SPACE_BEFORE_COLON" value="false" />
</codeStyleSettings>
</code_scheme>
</component>

5
.idea/codeStyles/codeStyleConfig.xml generated Normal file
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@ -0,0 +1,5 @@
<component name="ProjectCodeStyleConfiguration">
<state>
<option name="USE_PER_PROJECT_SETTINGS" value="true" />
</state>
</component>

2
.idea/f.iml generated Normal file
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@ -0,0 +1,2 @@
<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

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@ -0,0 +1,14 @@
<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="PyPep8NamingInspection" enabled="true" level="WEAK WARNING" enabled_by_default="true">
<option name="ignoredErrors">
<list>
<option value="N802" />
<option value="N803" />
<option value="N806" />
</list>
</option>
</inspection_tool>
</profile>
</component>

4
.idea/misc.xml generated Normal file
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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
</project>

8
.idea/modules.xml generated Normal file
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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/f.iml" filepath="$PROJECT_DIR$/.idea/f.iml" />
</modules>
</component>
</project>

6
.idea/vcs.xml generated Normal file
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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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@ -26,14 +26,3 @@ add_executable(perlin-shadows
src/renderable.cpp src/renderable.cpp
src/renderable.h src/renderable.h
) )
file(READ src/phong.vert PHONG_VERT)
file(READ src/phong.frag PHONG_FRAG)
configure_file(src/renderer.in.cpp src/renderer.cpp @ONLY)
file(READ src/shadow.vert SHADOW_VERT)
file(READ src/shadow.frag SHADOW_FRAG)
file(READ src/shadow.geom SHADOW_GEOM)
configure_file(src/point_light.in.h src/point_light.h @ONLY)
target_include_directories(perlin-shadows PUBLIC "${CMAKE_CURRENT_BINARY_DIR}/src")

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@ -2,6 +2,13 @@
Generates several tiles of grids containing Perlin noise, and then renders them with shadows. Generates several tiles of grids containing Perlin noise, and then renders them with shadows.
## Running
The shader files (`src/*.{frag,vert,geom}`) are referenced within the code by assuming they are located in the current
working directory.
It is therefore necessary to set the CWD when running the program to the `src/` directory, or copy/symlink the files to
whatever your actual CWD is.
## Control ## Control
Sample from console output: Sample from console output:

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@ -5,9 +5,9 @@
using namespace std; using namespace std;
void Camera::LoadMatrices(const Shader *shader) const { void Camera::LoadMatrices(Shader *shader) const {
const auto viewMatrix = const auto viewMatrix =
lookAt(position_, position_ + look_vector(), up_vector()); glm::lookAt(position_, position_ + look_vector(), up_vector());
if (!shader->CopyDataToUniform(viewMatrix, "view")) { if (!shader->CopyDataToUniform(viewMatrix, "view")) {
cerr << "View matrix not in shader" << endl; cerr << "View matrix not in shader" << endl;
} }
@ -22,7 +22,5 @@ void Camera::LoadMatrices(const Shader *shader) const {
cerr << "Camera position not in shader" << endl; cerr << "Camera position not in shader" << endl;
} }
if (!shader->CopyDataToUniform(kFarPlane, "farPlane")) { shader->CopyDataToUniform(kFarPlane, "farPlane");
cerr << "Far plane not in shader" << endl;
}
} }

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>
#define GLM_ENABLE_EXPERIMENTAL #define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/rotate_vector.hpp> #include <glm/gtx/rotate_vector.hpp>
@ -13,29 +14,33 @@ class Camera {
set_aspect(width, height); set_aspect(width, height);
} }
void LoadMatrices(const Shader *shader) const; void LoadMatrices(Shader *shader) const;
void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; } inline void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; }
void RelativeMove(const glm::vec3 amount) { inline void RelativeMove(const glm::vec3 amount) {
position_ += amount.x * look_vector() + amount.y * normal_vector() + position_ += amount.x * look_vector() + amount.y * normal_vector() +
amount.z * up_vector(); amount.z * up_vector();
} }
void AbsoluteMove(const glm::vec3 amount) { position_ += amount; } inline void AbsoluteMove(const glm::vec3 amount) { position_ += amount; }
void set_aspect(const int width, const int height) { inline void set_aspect(const int width, const int height) {
aspect_ = static_cast<float>(width) / static_cast<float>(height); aspect_ = static_cast<float>(width) / static_cast<float>(height);
} }
const glm::vec3 &getPosition() const { return position_; } inline const glm::vec3 &getPosition() const { return position_; }
private: private:
glm::vec3 look_vector() const { inline glm::vec3 look_vector() const {
return rotateZ(rotateY(glm::vec3(1., 0., 0.), rotation_.y), rotation_.z); return glm::rotateZ(glm::rotateY(glm::vec3(1., 0., 0.), rotation_.y),
rotation_.z);
} }
glm::vec3 up_vector() const { inline glm::vec3 up_vector() const {
return rotateZ(rotateY(glm::vec3(0., 0., 1.), rotation_.y), rotation_.z); return glm::rotateZ(glm::rotateY(glm::vec3(0., 0., 1.), rotation_.y),
rotation_.z);
}
inline glm::vec3 normal_vector() const {
return glm::cross(up_vector(), look_vector());
} }
glm::vec3 normal_vector() const { return cross(up_vector(), look_vector()); }
glm::vec3 position_{kGeographyShort / 2, glm::vec3 position_{kGeographyShort / 2,
kGeographyLong *kGeographyCountLong / 2, kGeographyLong *kGeographyCountLong / 2,

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@ -5,7 +5,7 @@
using namespace std; using namespace std;
int main(const int argc, char *argv[]) { int main(int argc, char *argv[]) {
try { try {
Renderer(argc, argv); Renderer(argc, argv);
} catch (const runtime_error &error) { } catch (const runtime_error &error) {

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@ -9,10 +9,9 @@
using namespace std; using namespace std;
Geography::Geography(const int x, const int y) Geography::Geography(int x, int y) : Renderable(true), x_(x), y_(y) {
: Renderable(true), x_(x), y_(y) {
Randomize(false); Randomize(false);
model_ = translate( model_ = glm::translate(
glm::identity<glm::mat4>(), glm::identity<glm::mat4>(),
glm::vec3(x * (kGeographyShort - 1), y * (kGeographyLong - 1), 0)); glm::vec3(x * (kGeographyShort - 1), y * (kGeographyLong - 1), 0));
} }
@ -21,19 +20,19 @@ Geography::~Geography() { CleanUp(); }
// Sums Perlin noise on a variety of factors, then stores the result in results // Sums Perlin noise on a variety of factors, then stores the result in results
// Note: Frees factors // Note: Frees factors
void CalculatePerlinNoise(queue<Grid *> *results, const int x, const int y, void CalculatePerlinNoise(queue<Grid *> *results, int x, int y,
vector<size_t> *factors) { vector<size_t> *factors) {
const auto grid = new Grid(); auto grid = new Grid();
for (const auto factor : *factors) { for (const auto factor : *factors) {
const auto noise = Grid::PerlinNoise(x, y, kDetail >> factor); const auto noise = Grid::PerlinNoise(x, y, kDetail >> factor);
*grid += *noise / static_cast<float>(1 << factor); (*grid) += (*noise) / static_cast<float>(1 << factor);
delete noise; delete noise;
} }
results->push(grid); results->push(grid);
delete factors; delete factors;
} }
void Geography::Randomize(const bool load) { void Geography::Randomize(bool load) {
if (load) { if (load) {
CleanUp(); CleanUp();
} }
@ -44,7 +43,7 @@ void Geography::Randomize(const bool load) {
// Set up one thread for each noise scale // Set up one thread for each noise scale
for (size_t i = 0; i < kMaxThreads; ++i) { for (size_t i = 0; i < kMaxThreads; ++i) {
auto factors = new vector<size_t>(); auto factors = new vector<size_t>();
for (size_t factor = 0; kDetail >> factor > kMinDetail; for (size_t factor = 0; (kDetail >> factor) > kMinDetail;
factor += kMaxThreads) { factor += kMaxThreads) {
factors->push_back(factor + i); factors->push_back(factor + i);
} }
@ -59,7 +58,7 @@ void Geography::Randomize(const bool load) {
// Add up all noise levels // Add up all noise levels
while (!results.empty()) { while (!results.empty()) {
const auto grid = results.front(); auto grid = results.front();
height_ += *grid; height_ += *grid;
delete grid; delete grid;
results.pop(); results.pop();

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@ -1,17 +1,19 @@
#pragma once #pragma once
#include <GL/glew.h>
#include "grid.h" #include "grid.h"
#include "renderable.h" #include "renderable.h"
class Geography final : public Renderable { class Geography : public Renderable {
public: public:
Geography(int x, int y); Geography(int x, int y);
~Geography() override; ~Geography();
void Randomize(bool); void Randomize(bool);
float min() const { return height_.min(); } inline float min() const { return height_.min(); }
float max() const { return height_.max(); } inline float max() const { return height_.max(); }
protected: protected:
void SetData() override; void SetData() override;

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@ -20,7 +20,7 @@ Grid Grid::operator+(const Grid &other) const {
return result; return result;
} }
void Grid::operator+=(const Grid &other) const { void Grid::operator+=(const Grid &other) {
for (size_t i = 0; i < data_->size(); ++i) { for (size_t i = 0; i < data_->size(); ++i) {
(*data_)[i] += (*other.data_)[i]; (*data_)[i] += (*other.data_)[i];
} }
@ -30,7 +30,7 @@ Grid Grid::operator-() const { return operator*(-1); }
Grid Grid::operator-(const Grid &other) const { return operator+(-other); } Grid Grid::operator-(const Grid &other) const { return operator+(-other); }
void Grid::operator-=(const Grid &other) const { operator+=(-other); } void Grid::operator-=(const Grid &other) { operator+=(-other); }
Grid Grid::operator*(const float val) const { Grid Grid::operator*(const float val) const {
Grid result; Grid result;
@ -40,7 +40,7 @@ Grid Grid::operator*(const float val) const {
return result; return result;
} }
void Grid::operator*=(const float val) const { void Grid::operator*=(const float val) {
for (size_t i = 0; i < data_->size(); ++i) { for (size_t i = 0; i < data_->size(); ++i) {
(*data_)[i] *= val; (*data_)[i] *= val;
} }
@ -48,7 +48,7 @@ void Grid::operator*=(const float val) const {
Grid Grid::operator/(const float val) const { return operator*(1 / val); } Grid Grid::operator/(const float val) const { return operator*(1 / val); }
void Grid::operator/=(const float val) const { operator*=(1 / val); } void Grid::operator/=(const float val) { operator*=(1 / val); }
glm::vec3 Grid::normal_at(const size_t x, const size_t y, glm::vec3 Grid::normal_at(const size_t x, const size_t y,
const float amplification) const { const float amplification) const {
@ -63,37 +63,36 @@ glm::vec3 Grid::normal_at(const size_t x, const size_t y,
const auto y_diff = const auto y_diff =
glm::vec3(0, static_cast<float>(high_y - low_y), glm::vec3(0, static_cast<float>(high_y - low_y),
amplification * (get(x, high_y) - get(x, low_y))); amplification * (get(x, high_y) - get(x, low_y)));
return normalize(cross(x_diff, y_diff)); return glm::normalize(glm::cross(x_diff, y_diff));
} }
// Implementation based on: https://en.wikipedia.org/wiki/Perlin_noise // Implementation based on: https://en.wikipedia.org/wiki/Perlin_noise
// Assumes that kGeographyShort and kGeographyLong are equal to 2^n (doesn't // Assumes that kGeographyShort and kGeographyLong are equal to 2^n (doesn't
// have to be the same n) // have to be the same n)
Grid *Grid::PerlinNoise(const int globalX, const int globalY, Grid *Grid::PerlinNoise(int globalX, int globalY, std::size_t detail) {
const std::size_t detail) { auto grid = new Grid();
const auto grid = new Grid();
// Store the vectors at grid corners as just angles, they're all normalised // Store the vectors at grid corners as just angles, they're all normalised
const size_t major_width = kGeographyShort / detail + 1; const size_t major_width = (kGeographyShort / detail) + 1;
const size_t major_length = kGeographyLong / detail + 1; const size_t major_length = (kGeographyLong / detail) + 1;
const size_t grid_nodes = major_width * major_length; const size_t grid_nodes = major_width * major_length;
vector<float> sin_major_angles(grid_nodes); vector<float> sin_major_angles(grid_nodes);
vector<float> cos_major_angles(grid_nodes); vector<float> cos_major_angles(grid_nodes);
const auto worldIndexX = (major_width - 1) * globalX; auto worldIndexX = (major_width - 1) * globalX;
const auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) * auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) *
(major_length - 1) * globalY; (major_length - 1) * globalY;
const auto worldIndex = worldIndexX + worldIndexY; auto worldIndex = worldIndexX + worldIndexY;
const mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex; mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex;
// Randomly generates corner vector angles [0, 2pi) // Randomly generates corner vector angles [0, 2pi)
for (size_t x = 0; x < major_width; ++x) { for (size_t x = 0; x < major_width; ++x) {
for (size_t y = 0; y < major_width; ++y) { for (size_t y = 0; y < major_width; ++y) {
const auto relativeWorldIndex = auto relativeWorldIndex =
x + ((major_width - 1) * kGeographyCountShort + 1) * y; x + ((major_width - 1) * kGeographyCountShort + 1) * y;
grid->AngleSeed(gridBaseSeed + relativeWorldIndex); grid->AngleSeed(gridBaseSeed + relativeWorldIndex);
const auto angle = grid->RandomAngle(); auto angle = grid->RandomAngle();
const auto i = x + major_width * y; auto i = x + major_width * y;
sin_major_angles[i] = sin(angle); sin_major_angles[i] = sin(angle);
cos_major_angles[i] = cos(angle); cos_major_angles[i] = cos(angle);
} }
@ -120,8 +119,7 @@ Grid *Grid::PerlinNoise(const int globalX, const int globalY,
// Lambda to determine the dot product of the offset vector of the current // Lambda to determine the dot product of the offset vector of the current
// point with one of the four grid vectors around the current point // point with one of the four grid vectors around the current point
const auto dot_major = [=, &cos_major_angles, &sin_major_angles]( const auto dot_major = [=, &cos_major_angles, &sin_major_angles](
const bool high_x, bool high_x, bool high_y) -> float {
const bool high_y) -> float {
const auto major_x = lower_major_x + (high_x ? 1 : 0); const auto major_x = lower_major_x + (high_x ? 1 : 0);
const auto major_y = lower_major_y + (high_y ? 1 : 0); const auto major_y = lower_major_y + (high_y ? 1 : 0);
const auto sin_major_angle = const auto sin_major_angle =
@ -149,12 +147,12 @@ Grid *Grid::PerlinNoise(const int globalX, const int globalY,
} }
array<Vertex, kTotalVertices> *Grid::vertices() const { array<Vertex, kTotalVertices> *Grid::vertices() const {
const auto vertices = new array<Vertex, kTotalVertices>(); auto vertices = new array<Vertex, kTotalVertices>();
for (size_t x = 0; x < kGeographyShort; ++x) { for (size_t x = 0; x < kGeographyShort; ++x) {
for (size_t y = 0; y < kGeographyLong; ++y) { for (size_t y = 0; y < kGeographyLong; ++y) {
const auto ind = index(x, y); auto ind = index(x, y);
const glm::vec3 position = {x, y, (*data_)[ind]}; glm::vec3 position = {x, y, (*data_)[ind]};
const glm::vec3 normal = normal_at(x, y); glm::vec3 normal = normal_at(x, y);
(*vertices)[ind] = {position, normal}; (*vertices)[ind] = {position, normal};
} }
} }
@ -162,10 +160,10 @@ array<Vertex, kTotalVertices> *Grid::vertices() const {
} }
array<unsigned int, kTotalIndices> *Grid::indices() { array<unsigned int, kTotalIndices> *Grid::indices() {
const auto indices = new array<unsigned int, kTotalIndices>(); auto indices = new array<unsigned int, kTotalIndices>();
for (size_t x = 0; x < kGeographyShort - 1; ++x) { for (size_t x = 0; x < kGeographyShort - 1; ++x) {
for (size_t y = 0; y < kGeographyLong - 1; ++y) { for (size_t y = 0; y < kGeographyLong - 1; ++y) {
const auto indexInd = (x + y * (kGeographyShort - 1)) * 6; auto indexInd = (x + y * (kGeographyShort - 1)) * 6;
(*indices)[indexInd] = static_cast<int>(index(x, y)); (*indices)[indexInd] = static_cast<int>(index(x, y));
(*indices)[indexInd + 1] = static_cast<int>(index(x, y + 1)); (*indices)[indexInd + 1] = static_cast<int>(index(x, y + 1));
(*indices)[indexInd + 2] = static_cast<int>(index(x + 1, y)); (*indices)[indexInd + 2] = static_cast<int>(index(x + 1, y));

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@ -9,6 +9,7 @@
#include <random> #include <random>
#include "constants.h" #include "constants.h"
#include "noise_math.h"
#include "shader.h" #include "shader.h"
constexpr std::size_t index(const std::size_t x, const std::size_t y) { constexpr std::size_t index(const std::size_t x, const std::size_t y) {
@ -17,22 +18,22 @@ constexpr std::size_t index(const std::size_t x, const std::size_t y) {
class Grid { class Grid {
public: public:
float get(const std::size_t x, const std::size_t y) const { inline float get(const std::size_t x, const std::size_t y) const {
return (*data_)[index(x, y)]; return (*data_)[index(x, y)];
} }
void set(const std::size_t x, const std::size_t y, const float value) const { inline void set(const std::size_t x, const std::size_t y, float value) {
(*data_)[index(x, y)] = value; (*data_)[index(x, y)] = value;
} }
Grid operator+(const Grid &) const; Grid operator+(const Grid &) const;
void operator+=(const Grid &) const; void operator+=(const Grid &);
Grid operator-() const; Grid operator-() const;
Grid operator-(const Grid &) const; Grid operator-(const Grid &) const;
void operator-=(const Grid &) const; void operator-=(const Grid &);
Grid operator*(float) const; Grid operator*(float) const;
void operator*=(float) const; void operator*=(float);
Grid operator/(float) const; Grid operator/(float) const;
void operator/=(float) const; void operator/=(float);
glm::vec3 normal_at(std::size_t, std::size_t, float = 1.) const; glm::vec3 normal_at(std::size_t, std::size_t, float = 1.) const;
@ -40,10 +41,14 @@ class Grid {
std::array<Vertex, kTotalVertices> *vertices() const; std::array<Vertex, kTotalVertices> *vertices() const;
static std::array<unsigned int, kTotalIndices> *indices(); static std::array<unsigned int, kTotalIndices> *indices();
static void RandomizeBase() { base_random_ = device_() << 4; } static inline void RandomizeBase() { base_random_ = device_() << 4; }
float min() const { return *std::min_element(data_->begin(), data_->end()); } inline float min() const {
float max() const { return *std::max_element(data_->begin(), data_->end()); } return *std::min_element(data_->begin(), data_->end());
}
inline float max() const {
return *std::max_element(data_->begin(), data_->end());
}
private: private:
std::unique_ptr<std::array<float, kGeographyShort * kGeographyLong>> data_{ std::unique_ptr<std::array<float, kGeographyShort * kGeographyLong>> data_{
@ -54,6 +59,6 @@ class Grid {
std::uniform_real_distribution<float> dist_{0, glm::two_pi<float>()}; std::uniform_real_distribution<float> dist_{0, glm::two_pi<float>()};
static std::mt19937::result_type base_random_; static std::mt19937::result_type base_random_;
float RandomAngle() { return dist_(engine_); } inline float RandomAngle() { return dist_(engine_); }
void AngleSeed(const std::mt19937::result_type seed) { engine_.seed(seed); } inline void AngleSeed(std::mt19937::result_type seed) { engine_.seed(seed); }
}; };

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@ -3,7 +3,7 @@
// Based on Ken Perlin's smoother step function: // Based on Ken Perlin's smoother step function:
// https://en.wikipedia.org/wiki/Smoothstep#Variations Returns value in range // https://en.wikipedia.org/wiki/Smoothstep#Variations Returns value in range
// [0, 1] // [0, 1]
constexpr float SmootherStep(const float x) { inline constexpr float SmootherStep(const float x) {
if (x < 0) { if (x < 0) {
return 0; return 0;
} }
@ -17,7 +17,7 @@ constexpr float SmootherStep(const float x) {
// Interpolates between two doubles // Interpolates between two doubles
// If x <= 0 returns bound_0, if x >= 1 returns bound_1, // If x <= 0 returns bound_0, if x >= 1 returns bound_1,
// otherwise smoothly transitions between the two // otherwise smoothly transitions between the two
constexpr float Interpolate(const float x, const float bound_0, inline constexpr float Interpolate(const float x, const float bound_0,
const float bound_1) { const float bound_1) {
return bound_0 + SmootherStep(x) * (bound_1 - bound_0); return bound_0 + SmootherStep(x) * (bound_1 - bound_0);
} }

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@ -1,6 +1,5 @@
#include "point_light.h" #include "point_light.h"
#include <array>
#include <glm/ext/matrix_clip_space.hpp> #include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
#include <iostream> #include <iostream>
@ -48,7 +47,7 @@ PointLight::~PointLight() {
glDeleteFramebuffers(1, &fbo_); glDeleteFramebuffers(1, &fbo_);
} }
void PointLight::LoadData(const Shader *shader) const { void PointLight::LoadData(Shader *shader) const {
if (!shader->CopyDataToUniform(ambient_, "pointLight.ambient")) { if (!shader->CopyDataToUniform(ambient_, "pointLight.ambient")) {
cerr << "Point light ambient not loaded to shader" << endl; cerr << "Point light ambient not loaded to shader" << endl;
} }
@ -72,44 +71,37 @@ void PointLight::GenerateCubeMaps(
// https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows // https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
// By Joey de Vries (https://twitter.com/JoeyDeVriez) // By Joey de Vries (https://twitter.com/JoeyDeVriez)
// CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/legalcode) // CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/legalcode)
const auto shadowProj = auto shadowProj =
glm::perspective(glm::pi<float>() / 2, 1.0f, kNearPlane, kFarPlane); glm::perspective(glm::pi<float>() / 2, 1.0f, kNearPlane, kFarPlane);
auto shadowTransforms = array<glm::mat4, 6>(); auto shadowTransforms = array<glm::mat4, 6>();
shadowTransforms[0] = shadowTransforms[0] =
shadowProj * shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0),
lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)); glm::vec3(0.0, -1.0, 0.0));
shadowTransforms[1] = shadowTransforms[1] =
shadowProj * shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0),
lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)); glm::vec3(0.0, -1.0, 0.0));
shadowTransforms[2] = shadowTransforms[2] =
shadowProj * shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0),
lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)); glm::vec3(0.0, 0.0, 1.0));
shadowTransforms[3] = shadowTransforms[3] =
shadowProj * shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0),
lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)); glm::vec3(0.0, 0.0, -1.0));
shadowTransforms[4] = shadowTransforms[4] =
shadowProj * shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0),
lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)); glm::vec3(0.0, -1.0, 0.0));
shadowTransforms[5] = shadowTransforms[5] =
shadowProj * shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, -1.0),
lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)); glm::vec3(0.0, -1.0, 0.0));
glViewport(0, 0, kShadowMapSize, kShadowMapSize); glViewport(0, 0, kShadowMapSize, kShadowMapSize);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_); glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(shadow_.id()); glUseProgram(shadow_.id());
if (!shadow_.CopyDataToUniform(6, shadowTransforms.data(), shadow_.CopyDataToUniform(6, shadowTransforms.data(), "shadowMatrices");
"shadowMatrices")) { shadow_.CopyDataToUniform(pos_, "lightPos");
cerr << "Shadow matrix not in shader" << endl; shadow_.CopyDataToUniform(kFarPlane, "farPlane");
}
if (!shadow_.CopyDataToUniform(pos_, "lightPos")) {
cerr << "Light position not in shader" << endl;
}
if (!shadow_.CopyDataToUniform(kFarPlane, "farPlane")) {
cerr << "Far plane not in shader" << endl;
}
for (const auto renderable : renderables) { for (const auto renderable : renderables) {
renderable->Render(&shadow_); renderable->Render(&shadow_);

View file

@ -8,21 +8,21 @@
#include "renderable.h" #include "renderable.h"
#include "shader.h" #include "shader.h"
class PointLight final : public Renderable { class PointLight : public Renderable {
public: public:
explicit PointLight(const glm::vec3 &); explicit PointLight(const glm::vec3 &);
~PointLight() override; ~PointLight();
void LoadData(const Shader *) const; void LoadData(Shader *) const;
void GenerateCubeMaps(const std::vector<Renderable *> &) const; void GenerateCubeMaps(const std::vector<Renderable *> &) const;
GLuint getDepthTexture() const { return depth_; } inline GLuint getDepthTexture() const { return depth_; }
void setPosition(const glm::vec3 &pos) { inline void setPosition(const glm::vec3 &pos) {
pos_ = pos; pos_ = pos;
CleanUp(); CleanUp();
InitGeom(); InitGeom();
} }
void setColors(const glm::vec3 &color) { inline void setColors(const glm::vec3 &color) {
diffuse_ = color; diffuse_ = color;
specular_ = color; specular_ = color;
ambient_ = color / 5.0f; ambient_ = color / 5.0f;
@ -37,7 +37,7 @@ class PointLight final : public Renderable {
float specularPower_{20}; float specularPower_{20};
glm::vec3 pos_; glm::vec3 pos_;
Shader shadow_{R"(@SHADOW_VERT@)", R"(@SHADOW_FRAG@)", R"(@SHADOW_GEOM@)"}; Shader shadow_{"shadow.vert", "shadow.frag", "shadow.geom"};
GLuint fbo_{0}; GLuint fbo_{0};
GLuint depth_{0}; GLuint depth_{0};
}; };

View file

@ -4,8 +4,7 @@
using namespace std; using namespace std;
Renderable::Renderable(const bool drawTriangles) Renderable::Renderable(bool drawTriangles) : drawTriangles_(drawTriangles) {}
: drawTriangles_(drawTriangles) {}
Renderable::~Renderable() { CleanUp(); } Renderable::~Renderable() { CleanUp(); }
@ -31,7 +30,7 @@ void Renderable::InitGeom() {
void Renderable::Render(const Shader *const shader) const { void Renderable::Render(const Shader *const shader) const {
if (!shader->CopyDataToUniform(model_, "model")) { if (!shader->CopyDataToUniform(model_, "model")) {
cerr << "Model matrix not in shader" << endl; // cerr << "Model matrix not in shader" << endl;
} }
glBindBuffer(GL_ARRAY_BUFFER, vbo_); glBindBuffer(GL_ARRAY_BUFFER, vbo_);
@ -40,21 +39,19 @@ void Renderable::Render(const Shader *const shader) const {
GLuint attribLoc = glGetAttribLocation(shader->id(), "vtxPos"); GLuint attribLoc = glGetAttribLocation(shader->id(), "vtxPos");
if (attribLoc != -1) { if (attribLoc != -1) {
glEnableVertexAttribArray(attribLoc); glEnableVertexAttribArray(attribLoc);
glVertexAttribPointer( glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, position));
// ReSharper disable once CppZeroValuedExpressionUsedAsNullPointer
reinterpret_cast<void *>(offsetof(Vertex, position)));
} else { } else {
cerr << "Not loading vtxPos" << endl; // cerr << "Not loading vtxPos" << endl;
} }
attribLoc = glGetAttribLocation(shader->id(), "vtxNormal"); attribLoc = glGetAttribLocation(shader->id(), "vtxNormal");
if (attribLoc != -1) { if (attribLoc != -1) {
glEnableVertexAttribArray(attribLoc); glEnableVertexAttribArray(attribLoc);
glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void *>(offsetof(Vertex, normal))); (void *)offsetof(Vertex, normal));
} else { } else {
cerr << "Not loading vtxNormal" << endl; // cerr << "Not loading vtxNormal" << endl;
} }
if (drawTriangles_) { if (drawTriangles_) {

View file

@ -2,6 +2,7 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <array>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp> #include <glm/glm.hpp>
@ -10,7 +11,7 @@
class Renderable { class Renderable {
public: public:
explicit Renderable(bool); explicit Renderable(bool);
virtual ~Renderable(); ~Renderable();
void InitGeom(); void InitGeom();
void Render(const Shader *) const; void Render(const Shader *) const;

View file

@ -7,8 +7,6 @@
#include <stdexcept> #include <stdexcept>
#include "constants.h" #include "constants.h"
#include "geography.h"
#include "grid.h"
using namespace std; using namespace std;
@ -43,7 +41,7 @@ Renderer::Renderer(int argc, char *argv[]) {
glutPassiveMotionFunc(PassiveMotionCB); glutPassiveMotionFunc(PassiveMotionCB);
CheckGLError(); CheckGLError();
const GLenum res = glewInit(); GLenum res = glewInit();
if (res != GLEW_OK) { if (res != GLEW_OK) {
cerr << "Error in glewInit()"; cerr << "Error in glewInit()";
throw runtime_error( throw runtime_error(
@ -51,26 +49,21 @@ Renderer::Renderer(int argc, char *argv[]) {
} }
CheckGLError(); CheckGLError();
shader_ = new Shader(R"( shader_ = new Shader("phong.vert", "phong.frag");
@PHONG_VERT@
)",
R"(
@PHONG_FRAG@
)");
light_ = new PointLight({kGeographyShort * kGeographyCountShort / 2, light_ = new PointLight({kGeographyShort * kGeographyCountShort / 2,
kGeographyLong * kGeographyCountLong / 2, kGeographyLong * kGeographyCountLong / 2,
kHeightMultiplier * kGeographyCountShort / 2}); kHeightMultiplier * kGeographyCountShort / 2});
using std::chrono::duration_cast; using std::chrono::duration_cast;
using std::chrono::milliseconds; using std::chrono::milliseconds;
const auto start_time = chrono::high_resolution_clock::now(); auto start_time = chrono::high_resolution_clock::now();
for (auto x = 0; x < kGeographyCountShort; ++x) { for (auto x = 0; x < kGeographyCountShort; ++x) {
for (auto y = 0; y < kGeographyCountLong; ++y) { for (auto y = 0; y < kGeographyCountLong; ++y) {
objects_.push_back(new Geography(x, y)); objects_.push_back(new Geography(x, y));
} }
} }
const auto end_time = chrono::high_resolution_clock::now(); auto end_time = chrono::high_resolution_clock::now();
cout << "Generation time: " cout << "Generation time: "
<< duration_cast<milliseconds>(end_time - start_time).count() << "ms\n"; << duration_cast<milliseconds>(end_time - start_time).count() << "ms\n";
cout << " vertices: " cout << " vertices: "
@ -125,11 +118,11 @@ void Renderer::Display() const {
for (const auto object : objects_) { for (const auto object : objects_) {
const auto geo = dynamic_cast<Geography *>(object); const auto geo = dynamic_cast<Geography *>(object);
if (geo != nullptr) { if (geo != nullptr) {
const float min = geo->min(); float min = geo->min();
if (min < minHeight) { if (min < minHeight) {
minHeight = min; minHeight = min;
} }
const float max = geo->max(); float max = geo->max();
if (max > maxHeight) { if (max > maxHeight) {
maxHeight = max; maxHeight = max;
} }
@ -144,7 +137,7 @@ void Renderer::Display() const {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, light_->getDepthTexture()); glBindTexture(GL_TEXTURE_CUBE_MAP, light_->getDepthTexture());
const auto depthMap = glGetUniformLocation(shader_->id(), "depthMap"); auto depthMap = glGetUniformLocation(shader_->id(), "depthMap");
glUniform1i(depthMap, 0); glUniform1i(depthMap, 0);
light_->Render(shader_); light_->Render(shader_);
@ -262,7 +255,7 @@ void Renderer::HandleMovementKey(const unsigned char key, const bool down) {
} }
} }
void Renderer::Tick(const int ticks) { void Renderer::Tick(int ticks) {
bool doneSomething = false; bool doneSomething = false;
if (last_mouse_x_ < 0 || last_mouse_x_ > viewport_width_ || if (last_mouse_x_ < 0 || last_mouse_x_ > viewport_width_ ||
last_mouse_y_ < 0 || last_mouse_y_ > viewport_height_) { last_mouse_y_ < 0 || last_mouse_y_ > viewport_height_) {
@ -297,11 +290,11 @@ void Renderer::Tick(const int ticks) {
doneSomething = true; doneSomething = true;
shadowsChanged_ = true; shadowsChanged_ = true;
} else if (simulating_) { } else if (simulating_) {
const auto lightAngle = auto lightAngle =
fmod(static_cast<float>(ticks) * glm::two_pi<float>() / (kFPS * 20), fmod(static_cast<float>(ticks) * glm::two_pi<float>() / (kFPS * 20),
glm::pi<float>() * 5 / 4) - glm::pi<float>() * 5 / 4) -
glm::pi<float>() * 5 / 8; glm::pi<float>() * 5 / 8;
const auto lightRotation = auto lightRotation =
glm::vec3(0, glm::sin(lightAngle), glm::cos(lightAngle) / 2) * glm::vec3(0, glm::sin(lightAngle), glm::cos(lightAngle) / 2) *
static_cast<float>(kGeographyLong * kGeographyCountLong); static_cast<float>(kGeographyLong * kGeographyCountLong);
light_->setPosition(lightRotation + light_->setPosition(lightRotation +
@ -342,8 +335,9 @@ void Renderer::PassiveMotionCB(const int w, const int h) {
} }
void Renderer::TimerCB(const int ticks) { void Renderer::TimerCB(const int ticks) {
const auto tickIncrement = window->simulating_ ? 1 : 0; auto tickIncrement = window->simulating_ ? 1 : 0;
glutTimerFunc(1000 / kFPS, TimerCB, ticks + tickIncrement); glutTimerFunc(static_cast<unsigned int>(1000 / kFPS), TimerCB,
ticks + tickIncrement);
window->Tick(ticks); window->Tick(ticks);
} }
@ -353,7 +347,7 @@ void Renderer::CheckGLError() {
} }
} }
void Renderer::PrintOpenGLError(const GLenum errorCode) { void Renderer::PrintOpenGLError(GLenum errorCode) {
switch (errorCode) { switch (errorCode) {
case GL_INVALID_VALUE: case GL_INVALID_VALUE:
cerr << "GL_INVALID_VALUE" << endl; cerr << "GL_INVALID_VALUE" << endl;

View file

@ -3,7 +3,9 @@
#include <vector> #include <vector>
#include "camera.h" #include "camera.h"
#include "point_light.in.h" #include "constants.h"
#include "geography.h"
#include "point_light.h"
#include "shader.h" #include "shader.h"
constexpr auto kInitialWidth = 1280; constexpr auto kInitialWidth = 1280;

View file

@ -8,12 +8,11 @@
using namespace std; using namespace std;
Shader::Shader(const string &vertexShader, const string &fragmentShader, Shader::Shader(const string &vertexShaderFile, const string &fragmentShaderFile,
const string &geometryShader) { const string &geometryShaderFile) {
const auto vertexShaderId = CompileShader(vertexShader, GL_VERTEX_SHADER); auto vertexShaderId = CompileShader(vertexShaderFile, GL_VERTEX_SHADER);
const auto fragmentShaderId = auto fragmentShaderId = CompileShader(fragmentShaderFile, GL_FRAGMENT_SHADER);
CompileShader(fragmentShader, GL_FRAGMENT_SHADER); GLuint geometryShaderId;
GLuint geometryShaderId{0};
id_ = glCreateProgram(); id_ = glCreateProgram();
@ -22,8 +21,8 @@ Shader::Shader(const string &vertexShader, const string &fragmentShader,
glAttachShader(id_, fragmentShaderId); glAttachShader(id_, fragmentShaderId);
CheckGLError("Error in attaching the fragment shader"); CheckGLError("Error in attaching the fragment shader");
if (!geometryShader.empty()) { if (!geometryShaderFile.empty()) {
geometryShaderId = CompileShader(geometryShader, GL_GEOMETRY_SHADER); geometryShaderId = CompileShader(geometryShaderFile, GL_GEOMETRY_SHADER);
glAttachShader(id_, geometryShaderId); glAttachShader(id_, geometryShaderId);
CheckGLError("Error in attaching the geometry shader"); CheckGLError("Error in attaching the geometry shader");
} }
@ -34,7 +33,7 @@ Shader::Shader(const string &vertexShader, const string &fragmentShader,
glDeleteShader(vertexShaderId); glDeleteShader(vertexShaderId);
glDeleteShader(fragmentShaderId); glDeleteShader(fragmentShaderId);
if (geometryShaderId != 0) { if (!geometryShaderFile.empty()) {
glDeleteShader(geometryShaderId); glDeleteShader(geometryShaderId);
} }
@ -46,7 +45,7 @@ Shader::~Shader() { glDeleteProgram(id_); }
bool Shader::CopyDataToUniform(const glm::mat4 &data, bool Shader::CopyDataToUniform(const glm::mat4 &data,
const string &name) const { const string &name) const {
const auto location = glGetUniformLocation(id_, name.c_str()); auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) { if (location == -1) {
return false; return false;
} }
@ -55,9 +54,8 @@ bool Shader::CopyDataToUniform(const glm::mat4 &data,
return true; return true;
} }
bool Shader::CopyDataToUniform(const int count, const glm::mat4 *data, bool Shader::CopyDataToUniform(int count, const glm::mat4 *data, const std::string &name) const {
const std::string &name) const { auto location = glGetUniformLocation(id_, name.c_str());
const auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) { if (location == -1) {
return false; return false;
} }
@ -68,7 +66,7 @@ bool Shader::CopyDataToUniform(const int count, const glm::mat4 *data,
bool Shader::CopyDataToUniform(const glm::vec4 &data, bool Shader::CopyDataToUniform(const glm::vec4 &data,
const string &name) const { const string &name) const {
const auto location = glGetUniformLocation(id_, name.c_str()); auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) { if (location == -1) {
return false; return false;
} }
@ -78,7 +76,7 @@ bool Shader::CopyDataToUniform(const glm::vec4 &data,
bool Shader::CopyDataToUniform(const glm::vec3 &data, bool Shader::CopyDataToUniform(const glm::vec3 &data,
const string &name) const { const string &name) const {
const auto location = glGetUniformLocation(id_, name.c_str()); auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) { if (location == -1) {
return false; return false;
} }
@ -86,8 +84,8 @@ bool Shader::CopyDataToUniform(const glm::vec3 &data,
return true; return true;
} }
bool Shader::CopyDataToUniform(const float data, const string &name) const { bool Shader::CopyDataToUniform(float data, const string &name) const {
const auto location = glGetUniformLocation(id_, name.c_str()); auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) { if (location == -1) {
return false; return false;
} }
@ -95,8 +93,8 @@ bool Shader::CopyDataToUniform(const float data, const string &name) const {
return true; return true;
} }
bool Shader::CopyDataToUniform(const int data, const string &name) const { bool Shader::CopyDataToUniform(int data, const string &name) const {
const auto location = glGetUniformLocation(id_, name.c_str()); auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) { if (location == -1) {
return false; return false;
} }
@ -104,24 +102,42 @@ bool Shader::CopyDataToUniform(const int data, const string &name) const {
return true; return true;
} }
bool Shader::CopyDataToUniform(const bool data, const string &name) const { bool Shader::CopyDataToUniform(bool data, const string &name) const {
const auto location = glGetUniformLocation(id_, name.c_str()); auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) { if (location == -1) {
return false; return false;
} }
const int actualData = data; int actualData = static_cast<int>(data);
glUniform1iv(location, 1, &actualData); glUniform1iv(location, 1, &actualData);
return true; return true;
} }
GLuint Shader::CompileShader(const std::string &shaderSource, string Shader::ReadFile(const string &filename) {
const GLenum shaderType) { string data, line;
const GLuint id = glCreateShader(shaderType); ifstream file;
const auto shaderC_str = shaderSource.c_str(); file.open(filename, std::ios::binary);
if (file.is_open()) {
while (getline(file, line)) {
data += line + '\n';
}
if (data.empty()) {
data.pop_back();
}
} else {
throw runtime_error("Could not open " + filename);
}
return data;
}
GLuint Shader::CompileShader(const std::string &filename,
const GLenum shader_type) {
const GLuint id = glCreateShader(shader_type);
auto shaderString = ReadFile(filename);
auto shaderC_str = shaderString.c_str();
glShaderSource(id, 1, &shaderC_str, nullptr); glShaderSource(id, 1, &shaderC_str, nullptr);
glCompileShader(id); glCompileShader(id);
CheckShaderivError(id, GL_COMPILE_STATUS, CheckShaderivError(id, GL_COMPILE_STATUS,
"Error when compiling shader file:\n" + shaderSource); "Error when creating shader file " + filename);
return id; return id;
} }
@ -158,7 +174,7 @@ void Shader::PrintStatus() const {
glGetProgramiv(id_, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &bufSize); glGetProgramiv(id_, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &bufSize);
GLint size; GLint size;
GLenum type; GLenum type;
const auto attributeName = new GLchar[bufSize]; auto attributeName = new GLchar[bufSize];
for (int i = 0; i < rc; ++i) { for (int i = 0; i < rc; ++i) {
glGetActiveAttrib(id_, i, bufSize, &length, &size, &type, attributeName); glGetActiveAttrib(id_, i, bufSize, &length, &size, &type, attributeName);
cout << "\t" << attributeName << ": " << type << "\n"; cout << "\t" << attributeName << ": " << type << "\n";
@ -181,7 +197,7 @@ void Shader::PrintStatus() const {
} }
void Shader::CheckGLError(const string &errorMessage) { void Shader::CheckGLError(const string &errorMessage) {
const auto rc = glGetError(); auto rc = glGetError();
if (rc != GL_NO_ERROR) { if (rc != GL_NO_ERROR) {
cerr << errorMessage << endl; cerr << errorMessage << endl;
throw runtime_error(reinterpret_cast<const char *>(gluErrorString(rc))); throw runtime_error(reinterpret_cast<const char *>(gluErrorString(rc)));
@ -196,7 +212,7 @@ void Shader::CheckProgramivError(const GLuint program, const GLenum pname,
cerr << errorMessage << endl; cerr << errorMessage << endl;
GLsizei length, bufSize; GLsizei length, bufSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufSize); glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufSize);
const auto error = new GLchar[bufSize]; auto error = new GLchar[bufSize];
glGetProgramInfoLog(program, bufSize, &length, error); glGetProgramInfoLog(program, bufSize, &length, error);
throw runtime_error(error); throw runtime_error(error);
} }
@ -210,7 +226,7 @@ void Shader::CheckShaderivError(const GLuint shader, const GLenum pname,
cerr << errorMessage << endl; cerr << errorMessage << endl;
GLsizei length, bufSize; GLsizei length, bufSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufSize); glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufSize);
const auto error = new GLchar[bufSize]; auto error = new GLchar[bufSize];
glGetShaderInfoLog(shader, bufSize, &length, error); glGetShaderInfoLog(shader, bufSize, &length, error);
throw runtime_error(error); throw runtime_error(error);
} }

View file

@ -2,6 +2,7 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <array>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <string> #include <string>
@ -25,11 +26,12 @@ class Shader {
void PrintStatus() const; void PrintStatus() const;
GLuint id() const { return id_; } inline GLuint id() const { return id_; }
private: private:
GLuint id_; GLuint id_;
static std::string ReadFile(const std::string &);
static GLuint CompileShader(const std::string &, GLenum); static GLuint CompileShader(const std::string &, GLenum);
static void CheckGLError(const std::string &); static void CheckGLError(const std::string &);