mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | Shader hot reloading
This commit is contained in:
@ -31,6 +31,7 @@
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# include "imgui/imgui_impl_glfw.h"
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# include "imgui/imgui_impl_glfw.h"
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# include "imgui/imgui_impl_opengl3.h"
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# include "imgui/imgui_impl_opengl3.h"
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# include <filesystem>
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# include <algorithm>
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# include <algorithm>
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# include <string.h>
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# include <string.h>
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# include <iostream>
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# include <iostream>
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@ -25,18 +25,23 @@ class Shader
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void compile(void);
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void compile(void);
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void reload();
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void reload();
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bool hasChanged();
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void setDefine(const std::string &name, const std::string &value);
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void setDefine(const std::string &name, const std::string &value);
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GLuint getShader(void) const;
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GLuint getShader(void) const;
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const std::string &getFilePath(void) const;
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private:
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private:
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void checkCompileErrors();
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void checkCompileErrors();
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std::map<std::string, std::string> _defines;
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std::map<std::string, std::string> _defines;
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GLenum _type;
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GLenum _type;
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GLuint _shader_id;
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GLuint _shader_id;
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std::string _file_path;
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std::string _file_path;
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std::unordered_map<std::string, std::filesystem::file_time_type> _files_timestamps;
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};
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};
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#endif
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#endif
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@ -26,11 +26,12 @@ class ShaderProgram
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void link(void);
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void link(void);
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void use(void) const;
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void use(void);
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void dispathCompute(GLuint x, GLuint y, GLuint z) const;
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void dispathCompute(GLuint x, GLuint y, GLuint z);
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void bindImageTexture(GLuint texture_id, GLuint unit, GLenum access, GLenum format) const;
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void bindImageTexture(GLuint texture_id, GLuint unit, GLenum access, GLenum format) const;
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void watchForChanges(void);
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void reloadShaders(void);
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void reloadShaders(void);
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void set_int(const std::string &name, int value) const;
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void set_int(const std::string &name, int value) const;
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@ -1,4 +1,4 @@
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#if SHADER_DEBUG
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#if 0
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#include "shaders/debug.glsl"
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#include "shaders/debug.glsl"
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#else
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#else
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#include "shaders/raytracing.glsl"
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#include "shaders/raytracing.glsl"
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28
srcs/RT.cpp
28
srcs/RT.cpp
@ -14,35 +14,13 @@
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void setupScreenTriangle(GLuint *VAO);
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void setupScreenTriangle(GLuint *VAO);
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void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program);
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void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program);
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std::vector<GLuint> generateTextures(unsigned int textures_count);
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std::vector<GLuint> generateTextures(unsigned int textures_count);
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std::vector<Buffer *> createDataOnGPU(Scene &scene);
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std::vector<Buffer *> createDataOnGPU(Scene &scene);
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void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers);
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void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers);
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void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector<GLuint> textures)
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void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector<GLuint> textures);
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{
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denoising_program.use();
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denoising_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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denoising_program.set_float("u_c_phi", denoise.c_phi);
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denoising_program.set_float("u_p_phi", denoise.p_phi);
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denoising_program.set_float("u_n_phi", denoise.n_phi);
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int output_texture = 0;
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int denoising_texture = 2;
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for (int pass = 0; pass < denoise.pass ; ++pass)
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{
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(2, textures[denoising_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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denoising_program.set_int("u_pass", pass);
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denoising_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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std::swap(output_texture, denoising_texture);
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}
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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int main(int argc, char **argv)
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int main(int argc, char **argv)
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{
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{
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@ -115,3 +115,30 @@ void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers)
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buffers[7]->update(&scene.getVolume(), sizeof(GPUVolume));
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buffers[7]->update(&scene.getVolume(), sizeof(GPUVolume));
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buffers[8]->update(&scene.getDebug(), sizeof(GPUDebug));
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buffers[8]->update(&scene.getDebug(), sizeof(GPUDebug));
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}
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}
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void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector<GLuint> textures)
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{
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denoising_program.use();
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denoising_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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denoising_program.set_float("u_c_phi", denoise.c_phi);
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denoising_program.set_float("u_p_phi", denoise.p_phi);
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denoising_program.set_float("u_n_phi", denoise.n_phi);
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int output_texture = 0;
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int denoising_texture = 2;
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for (int pass = 0; pass < denoise.pass ; ++pass)
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{
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(2, textures[denoising_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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denoising_program.set_int("u_pass", pass);
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denoising_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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std::swap(output_texture, denoising_texture);
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}
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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@ -16,7 +16,7 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <string.h>
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#include <string.h>
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std::stringstream loadFileWithIncludes(const std::string& path)
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std::stringstream loadFileWithIncludes(const std::string& path, std::vector<std::string> &included_files)
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{
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{
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std::ifstream file(path);
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std::ifstream file(path);
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if (!file.is_open()) {
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if (!file.is_open()) {
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@ -36,7 +36,9 @@ std::stringstream loadFileWithIncludes(const std::string& path)
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if (start != std::string::npos && end != std::string::npos && end > start)
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if (start != std::string::npos && end != std::string::npos && end > start)
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{
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{
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std::string includePath = line.substr(start + 1, end - start - 1);
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std::string includePath = line.substr(start + 1, end - start - 1);
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std::string includedContent = loadFileWithIncludes(includePath).str();
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included_files.push_back(includePath);
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std::string includedContent = loadFileWithIncludes(includePath, included_files).str();
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fileContent << includedContent << "\n";
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fileContent << includedContent << "\n";
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}
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}
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}
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}
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@ -44,7 +46,7 @@ std::stringstream loadFileWithIncludes(const std::string& path)
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fileContent << line << "\n";
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fileContent << line << "\n";
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}
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}
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return fileContent;
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return (fileContent);
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}
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}
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@ -78,7 +80,12 @@ void Shader::compile()
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{
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{
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_shader_id = glCreateShader(_type);
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_shader_id = glCreateShader(_type);
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std::string shader_code = loadFileWithIncludes(_file_path).str();
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std::vector<std::string> files;
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files.push_back(_file_path);
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std::string shader_code = loadFileWithIncludes(_file_path, files).str();
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for (auto &file : files)
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_files_timestamps[file] = std::filesystem::last_write_time(file);
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for (auto &define : _defines)
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for (auto &define : _defines)
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shader_code = "#define SHADER_" + define.first + " " + define.second + "\n" + shader_code;
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shader_code = "#define SHADER_" + define.first + " " + define.second + "\n" + shader_code;
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@ -93,6 +100,19 @@ void Shader::compile()
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this->checkCompileErrors();
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this->checkCompileErrors();
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}
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}
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bool Shader::hasChanged()
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{
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for (auto &file : _files_timestamps)
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{
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if (std::filesystem::last_write_time(file.first) != file.second)
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{
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_files_timestamps[file.first] = std::filesystem::last_write_time(file.first);
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return (true);
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}
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}
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return (false);
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}
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void Shader::reload()
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void Shader::reload()
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{
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{
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glDeleteShader(_shader_id);
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glDeleteShader(_shader_id);
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@ -122,3 +142,7 @@ GLuint Shader::getShader(void) const
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return (_shader_id);
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return (_shader_id);
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}
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}
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const std::string &Shader::getFilePath(void) const
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{
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return (_file_path);
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}
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@ -50,12 +50,13 @@ void ShaderProgram::link()
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}
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}
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}
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}
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void ShaderProgram::use() const
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void ShaderProgram::use()
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{
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{
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glUseProgram(_program);
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glUseProgram(_program);
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this->watchForChanges();
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}
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}
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void ShaderProgram::dispathCompute(GLuint x, GLuint y, GLuint z) const
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void ShaderProgram::dispathCompute(GLuint x, GLuint y, GLuint z)
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{
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{
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this->use();
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this->use();
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glDispatchCompute(x, y, z);
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glDispatchCompute(x, y, z);
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@ -67,6 +68,19 @@ void ShaderProgram::bindImageTexture(GLuint texture_id, GLuint unit, GLenum acce
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glBindImageTexture(unit, texture_id, 0, GL_FALSE, 0, access, format);
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glBindImageTexture(unit, texture_id, 0, GL_FALSE, 0, access, format);
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}
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}
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void ShaderProgram::watchForChanges(void)
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{
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for (Shader *shader : _shaders)
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{
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if (shader->hasChanged())
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{
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std::cout << "Shader " << shader->getFilePath() << " has changed" << std::endl;
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this->reloadShaders();
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break;
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}
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}
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}
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void ShaderProgram::reloadShaders(void)
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void ShaderProgram::reloadShaders(void)
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{
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{
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std::cout << "Reloading shaders" << std::endl;
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std::cout << "Reloading shaders" << std::endl;
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