mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
121 lines
3.5 KiB
C++
121 lines
3.5 KiB
C++
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* ShaderProgram.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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: 2025/02/13 19:16:44 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "ShaderProgram.hpp"
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ShaderProgram::ShaderProgram()
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{
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_program = glCreateProgram();
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}
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ShaderProgram::~ShaderProgram(void)
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{
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glDeleteProgram(_program);
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}
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void ShaderProgram::attachShader(Shader *shader)
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{
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_shaders.push_back(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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GLint success;
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glGetProgramiv(_program, GL_LINK_STATUS, &success);
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if (!success)
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{
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GLchar infoLog[512];
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glGetProgramInfoLog(_program, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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}
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void ShaderProgram::use() const
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{
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glUseProgram(_program);
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}
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void ShaderProgram::dispathCompute(GLuint x, GLuint y, GLuint z) const
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{
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this->use();
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glDispatchCompute(x, y, z);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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}
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void ShaderProgram::bindImageTexture(GLuint texture_id, GLuint unit, GLenum access, GLenum format) const
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{
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glBindImageTexture(unit, texture_id, 0, GL_FALSE, 0, access, format);
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}
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void ShaderProgram::reloadShaders(void)
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{
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std::cout << "Reloading shaders" << std::endl;
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for (Shader *shader : _shaders)
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{
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glDetachShader(_program, shader->getShader());
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shader->reload();
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glAttachShader(_program, shader->getShader());
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}
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this->link();
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}
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void ShaderProgram::set_int(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(_program, name.c_str()), value);
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}
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void ShaderProgram::set_float(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(_program, name.c_str()), value);
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}
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void ShaderProgram::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 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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} |