Files
RT_GPU/srcs/class/Shader.cpp
2024-12-24 00:42:47 +01:00

169 lines
4.9 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Shader.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
/* Updated: 2024/10/14 19:52:40 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "Shader.hpp"
char* load_file(char const* path)
{
char* buffer = 0;
long length = 0;
FILE * f = fopen (path, "rb");
if (f)
{
fseek (f, 0, SEEK_END);
length = ftell (f);
fseek (f, 0, SEEK_SET);
buffer = (char*)malloc ((length+1)*sizeof(char));
if (buffer)
{
fread (buffer, sizeof(char), length, f);
}
fclose (f);
}
else
return (NULL);
buffer[length] = '\0';
return buffer;
}
Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath)
{
const char *vertexCode = load_file(vertexPath.c_str());
const char *fragmentCode = load_file(fragmentPath.c_str());
const char *computeCode = load_file(computePath.c_str());
_vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(_vertex, 1, &vertexCode, NULL);
glCompileShader(_vertex);
checkCompileErrors(_vertex);
_fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(_fragment, 1, &fragmentCode, NULL);
glCompileShader(_fragment);
checkCompileErrors(_fragment);
_compute = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(_compute, 1, &computeCode, NULL);
glCompileShader(_compute);
checkCompileErrors(_compute);
}
Shader::~Shader(void)
{
glDeleteShader(_vertex);
glDeleteShader(_fragment);
glDeleteShader(_compute);
glDeleteProgram(_program);
glDeleteProgram(_program_compute);
}
void Shader::attach(void)
{
_program = glCreateProgram();
_program_compute = glCreateProgram();
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute);
glLinkProgram(_program);
glLinkProgram(_program_compute);
glGenTextures(1, &_outputTexture);
glBindTexture(GL_TEXTURE_2D, _outputTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(0, _outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
void Shader::checkCompileErrors(GLuint shader)
{
GLint success;
GLchar infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
void Shader::setupVertexBuffer(const Vertex* vertices, size_t size)
{
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
// Texture coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Shader::drawTriangles(size_t size)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _outputTexture);
glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
glBindVertexArray(_screen_VAO);
glDrawArrays(GL_TRIANGLES, 0, size * 3);
}
void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
{
glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
GLuint Shader::getProgram(void) const
{
return (_program);
}
GLuint Shader::getProgramCompute(void) const
{
return (_program_compute);
}