mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
169 lines
4.9 KiB
C++
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);
|
|
} |