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https://github.com/TheRedShip/RT_GPU.git
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+ | Going to start object systems
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147
srcs/class/Shader.cpp
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147
srcs/class/Shader.cpp
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Shader.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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: 2024/10/14 19:52:40 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "Shader.hpp"
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char* load_file(char const* path)
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{
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char* buffer = 0;
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long length = 0;
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FILE * f = fopen (path, "rb");
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if (f)
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{
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fseek (f, 0, SEEK_END);
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length = ftell (f);
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fseek (f, 0, SEEK_SET);
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buffer = (char*)malloc ((length+1)*sizeof(char));
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if (buffer)
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{
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fread (buffer, sizeof(char), length, f);
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}
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fclose (f);
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}
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else
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return (NULL);
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buffer[length] = '\0';
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return buffer;
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}
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Shader::Shader(std::string vertexPath, std::string fragmentPath)
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{
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const char *vertexCode = load_file(vertexPath.c_str());
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const char *fragmentCode = load_file(fragmentPath.c_str());
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(_vertex, 1, &vertexCode, NULL);
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glCompileShader(_vertex);
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checkCompileErrors(_vertex);
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_fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(_fragment, 1, &fragmentCode, NULL);
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glCompileShader(_fragment);
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checkCompileErrors(_fragment);
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}
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Shader::Shader(Shader const &src)
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{
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*this = src;
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}
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Shader &Shader::operator=(Shader const &rhs)
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{
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if (this != &rhs)
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{
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_program = rhs._program;
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_vertex = rhs._vertex;
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_fragment = rhs._fragment;
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}
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return (*this);
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}
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Shader::~Shader(void)
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{
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glDeleteShader(_vertex);
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glDeleteShader(_fragment);
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glDeleteProgram(_program);
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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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glAttachShader(_program, _vertex);
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glAttachShader(_program, _fragment);
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glLinkProgram(_program);
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}
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void Shader::checkCompileErrors(GLuint shader)
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{
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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}
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void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size)
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{
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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(glm::vec2), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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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(size_t size)
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{
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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::set_vec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(_program, 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, 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, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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}
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GLuint Shader::getProgram(void) const
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{
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return (_program);
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}
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