mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Shader reloading working
This commit is contained in:
@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* Renderer.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/22 16:34:53 by tomoron #+# #+# */
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/* Updated: 2025/02/07 23:24:53 by tomoron ### ########.fr */
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/* Updated: 2025/02/13 19:03:34 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -307,7 +307,8 @@ void Renderer::addImageToRender(Shader &shader)
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long int videoFrameOffset;
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long int outputImageOffset;
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image = shader.getOutputImage();
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(void) shader;
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// image = shader.getOutputImage();
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for (int x = 0; x < WIDTH; x++)
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{
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
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/* Updated: 2025/02/04 16:43:33 by tomoron ### ########.fr */
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/* Updated: 2025/02/13 18:13:58 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
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/* Updated: 2025/02/06 19:48:22 by ycontre ### ########.fr */
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/* Updated: 2025/02/13 18:59:18 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -93,73 +93,6 @@ void Shader::reload()
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this->compile();
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}
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void Shader::attach(void)
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{
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_program = glCreateProgram();
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_program_compute = glCreateProgram();
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_program_denoising = glCreateProgram();
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
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glAttachShader(_program, _vertex);
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glAttachShader(_program, _fragment);
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glAttachShader(_program_compute, _compute);
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glAttachShader(_program_denoising, _denoising);
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glLinkProgram(_program);
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glLinkProgram(_program_compute);
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glLinkProgram(_program_denoising);
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glGenTextures(1, &_output_texture);
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glBindTexture(GL_TEXTURE_2D, _output_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glGenTextures(1, &_accumulation_texture);
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glBindTexture(GL_TEXTURE_2D, _accumulation_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(1, _accumulation_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glGenTextures(1, &_denoising_texture);
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glBindTexture(GL_TEXTURE_2D, _denoising_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glGenTextures(1, &_normal_texture);
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glBindTexture(GL_TEXTURE_2D, _normal_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(3, _normal_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glGenTextures(1, &_position_texture);
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glBindTexture(GL_TEXTURE_2D, _position_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(4, _position_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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void Shader::checkCompileErrors()
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{
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GLint success;
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@ -173,115 +106,8 @@ void Shader::checkCompileErrors()
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}
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}
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void Shader::setupVertexBuffer()
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{
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Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
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_size = sizeof(vertices) / sizeof(Vertex) / 3;
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glGenVertexArrays(1, &_screen_VAO);
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glGenBuffers(1, &_screen_VBO);
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glBindVertexArray(_screen_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
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glBufferData(GL_ARRAY_BUFFER, _size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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// Texture coordinate attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void Shader::drawTriangles()
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _output_texture);
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glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
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glBindVertexArray(_screen_VAO);
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glDrawArrays(GL_TRIANGLES, 0, _size * 3);
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}
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void Shader::flipOutputDenoising(bool pass)
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{
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if (pass)
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{
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glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
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glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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}
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else
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{
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glBindImageTexture(0, _denoising_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
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glBindImageTexture(2, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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}
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}
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void Shader::set_int(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
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}
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void Shader::set_float(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(_program_compute, name.c_str()), value);
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}
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void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
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}
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void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
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}
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void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
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{
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glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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}
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void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> emissive_texture_ids)
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{
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for (size_t i = 0; i < texture_ids.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, texture_ids[i]);
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std::string uniform_name = "textures[" + std::to_string(i) + "]";
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// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
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glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
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}
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size_t start_texture = texture_ids.size();
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for (size_t i = 0; i < emissive_texture_ids.size(); i++)
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{
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GLuint currentUnit = start_texture + i;
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glActiveTexture(GL_TEXTURE0 + currentUnit);
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glBindTexture(GL_TEXTURE_2D, emissive_texture_ids[i]);
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std::string uniform_name = "emissive_textures[" + std::to_string(i) + "]";
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// std::cout << "Loading emissive texture " << uniform_name << " (" << emissive_texture_ids[i] << ") at unit " << currentUnit << std::endl;
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glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), currentUnit);
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}
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}
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GLuint Shader::getShader(void) const
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{
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return (_shader_id);
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}
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std::vector<float> Shader::getOutputImage(void)
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{
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std::vector<float> res(WIDTH * HEIGHT * 4);
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glBindTexture(GL_TEXTURE_2D, _output_texture);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, res.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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return (res);
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}
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@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* ShaderProgram.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/12 22:21:46 by TheRed #+# #+# */
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/* Updated: 2025/02/12 22:21:46 by TheRed ### ########.fr */
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/* Updated: 2025/02/13 19:16:44 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -28,6 +28,14 @@ void ShaderProgram::attachShader(Shader *shader)
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glAttachShader(_program, shader->getShader());
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}
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void ShaderProgram::clearShaders()
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{
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for (Shader *shader : _shaders)
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glDetachShader(_program, shader->getShader());
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_shaders.clear();
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}
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void ShaderProgram::link()
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{
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glLinkProgram(_program);
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@ -86,6 +94,27 @@ void ShaderProgram::set_vec2(const std::string &name, const glm::vec2 &value) co
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glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
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}
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void ShaderProgram::set_textures(std::map<std::string, std::vector<GLuint>> texture_ids)
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{
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size_t start_texture = 0;
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for (auto it = texture_ids.begin(); it != texture_ids.end(); it++)
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{
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for (unsigned int i = 0; i < it->second.size(); i++)
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{
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GLuint current_unit = start_texture + i;
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glActiveTexture(GL_TEXTURE0 + current_unit);
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glBindTexture(GL_TEXTURE_2D, it->second[i]);
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std::string uniform_name = it->first + "[" + std::to_string(i) + "]";
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// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
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glUniform1i(glGetUniformLocation(_program, uniform_name.c_str()), current_unit);
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}
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start_texture = it->second.size();
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}
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}
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GLuint ShaderProgram::getProgram(void) const
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{
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return (_program);
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