Files
RT_GPU/srcs/class/ShaderProgram.cpp
2025-02-17 11:50:53 +01:00

141 lines
3.9 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ShaderProgram.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/12 22:21:46 by TheRed #+# #+# */
/* Updated: 2025/02/13 19:16:44 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "ShaderProgram.hpp"
ShaderProgram::ShaderProgram()
{
_program = glCreateProgram();
}
ShaderProgram::~ShaderProgram(void)
{
glDeleteProgram(_program);
}
void ShaderProgram::attachShader(Shader *shader)
{
_shaders.push_back(shader);
glAttachShader(_program, shader->getShader());
}
void ShaderProgram::clearShaders()
{
for (Shader *shader : _shaders)
glDetachShader(_program, shader->getShader());
_shaders.clear();
}
void ShaderProgram::link()
{
glLinkProgram(_program);
GLint success;
glGetProgramiv(_program, GL_LINK_STATUS, &success);
if (!success)
{
GLchar infoLog[512];
glGetProgramInfoLog(_program, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
}
void ShaderProgram::use()
{
glUseProgram(_program);
this->watchForChanges();
}
void ShaderProgram::dispathCompute(GLuint x, GLuint y, GLuint z)
{
this->use();
glDispatchCompute(x, y, z);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
void ShaderProgram::bindImageTexture(GLuint texture_id, GLuint unit, GLenum access, GLenum format) const
{
glBindImageTexture(unit, texture_id, 0, GL_FALSE, 0, access, format);
}
void ShaderProgram::watchForChanges(void)
{
for (Shader *shader : _shaders)
{
if (shader->hasChanged())
{
std::cout << "Shader " << shader->getFilePath() << " has changed" << std::endl;
this->reloadShaders();
break;
}
}
}
void ShaderProgram::reloadShaders(void)
{
std::cout << "Reloading shaders" << std::endl;
for (Shader *shader : _shaders)
{
glDetachShader(_program, shader->getShader());
shader->reload();
glAttachShader(_program, shader->getShader());
}
this->link();
}
void ShaderProgram::set_int(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(_program, name.c_str()), value);
}
void ShaderProgram::set_float(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(_program, name.c_str()), value);
}
void ShaderProgram::set_vec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
}
void ShaderProgram::set_textures(std::map<std::string, std::vector<GLuint>> texture_ids)
{
size_t start_texture = 0;
for (auto it = texture_ids.begin(); it != texture_ids.end(); it++)
{
for (unsigned int i = 0; i < it->second.size(); i++)
{
GLuint current_unit = start_texture + i;
glActiveTexture(GL_TEXTURE0 + current_unit);
glBindTexture(GL_TEXTURE_2D, it->second[i]);
std::string uniform_name = it->first + "[" + std::to_string(i) + "]";
// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
glUniform1i(glGetUniformLocation(_program, uniform_name.c_str()), current_unit);
}
start_texture = it->second.size();
}
}
void ShaderProgram::setDefine(const std::string &name, const std::string &value)
{
for (Shader *shader : _shaders)
shader->setDefine(name, value);
}
GLuint ShaderProgram::getProgram(void) const
{
return (_program);
}