diff --git a/includes/learnopengl/shader_c.h b/includes/learnopengl/shader_c.h new file mode 100644 index 0000000..5415548 --- /dev/null +++ b/includes/learnopengl/shader_c.h @@ -0,0 +1,151 @@ +#ifndef COMPUTE_SHADER_H +#define COMPUTE_SHADER_H + +#include +#include + +#include +#include +#include +#include + +class ComputeShader +{ +public: + unsigned int ID; + // constructor generates the shader on the fly + // ------------------------------------------------------------------------ + ComputeShader(const char* computePath) + { + // 1. retrieve the vertex/fragment source code from filePath + std::string computeCode; + std::ifstream cShaderFile; + // ensure ifstream objects can throw exceptions: + cShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); + try + { + // open files + cShaderFile.open(computePath); + + std::stringstream cShaderStream; + // read file's buffer contents into streams + cShaderStream << cShaderFile.rdbuf(); + // close file handlers + cShaderFile.close(); + // convert stream into string + computeCode = cShaderStream.str(); + } + catch (std::ifstream::failure& e) + { + std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl; + } + const char* cShaderCode = computeCode.c_str(); + // 2. compile shaders + unsigned int compute; + // compute shader + compute = glCreateShader(GL_COMPUTE_SHADER); + glShaderSource(compute, 1, &cShaderCode, NULL); + glCompileShader(compute); + checkCompileErrors(compute, "COMPUTE"); + + // shader Program + ID = glCreateProgram(); + glAttachShader(ID, compute); + glLinkProgram(ID); + checkCompileErrors(ID, "PROGRAM"); + // delete the shaders as they're linked into our program now and no longer necessery + glDeleteShader(compute); + } + // activate the shader + // ------------------------------------------------------------------------ + void use() + { + glUseProgram(ID); + } + // utility uniform functions + // ------------------------------------------------------------------------ + void setBool(const std::string &name, bool value) const + { + glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); + } + // ------------------------------------------------------------------------ + void setInt(const std::string &name, int value) const + { + glUniform1i(glGetUniformLocation(ID, name.c_str()), value); + } + // ------------------------------------------------------------------------ + void setFloat(const std::string &name, float value) const + { + glUniform1f(glGetUniformLocation(ID, name.c_str()), value); + } + // ------------------------------------------------------------------------ + void setVec2(const std::string &name, const glm::vec2 &value) const + { + glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); + } + void setVec2(const std::string &name, float x, float y) const + { + glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); + } + // ------------------------------------------------------------------------ + void setVec3(const std::string &name, const glm::vec3 &value) const + { + glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); + } + void setVec3(const std::string &name, float x, float y, float z) const + { + glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); + } + // ------------------------------------------------------------------------ + void setVec4(const std::string &name, const glm::vec4 &value) const + { + glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); + } + void setVec4(const std::string &name, float x, float y, float z, float w) + { + glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); + } + // ------------------------------------------------------------------------ + void setMat2(const std::string &name, const glm::mat2 &mat) const + { + glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); + } + // ------------------------------------------------------------------------ + void setMat3(const std::string &name, const glm::mat3 &mat) const + { + glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); + } + // ------------------------------------------------------------------------ + void setMat4(const std::string &name, const glm::mat4 &mat) const + { + glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); + } + +private: + // utility function for checking shader compilation/linking errors. + // ------------------------------------------------------------------------ + void checkCompileErrors(GLuint shader, std::string type) + { + GLint success; + GLchar infoLog[1024]; + if(type != "PROGRAM") + { + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + if(!success) + { + glGetShaderInfoLog(shader, 1024, NULL, infoLog); + std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; + } + } + else + { + glGetProgramiv(shader, GL_LINK_STATUS, &success); + if(!success) + { + glGetProgramInfoLog(shader, 1024, NULL, infoLog); + std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; + } + } + } +}; +#endif \ No newline at end of file diff --git a/includes/learnopengl/shader_m.h b/includes/learnopengl/shader_m.h index b8c96e0..7acdb55 100644 --- a/includes/learnopengl/shader_m.h +++ b/includes/learnopengl/shader_m.h @@ -13,9 +13,6 @@ class Shader { public: unsigned int ID; - Shader() { - ID = -1; - } // constructor generates the shader on the fly // ------------------------------------------------------------------------ @@ -139,7 +136,7 @@ public: glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); } -protected: +private: // utility function for checking shader compilation/linking errors. // ------------------------------------------------------------------------ void checkCompileErrors(GLuint shader, std::string type) diff --git a/src/8.guest/2022/5.computeshader_helloworld/computeShader.h b/src/8.guest/2022/5.computeshader_helloworld/computeShader.h deleted file mode 100644 index d1a4ecb..0000000 --- a/src/8.guest/2022/5.computeshader_helloworld/computeShader.h +++ /dev/null @@ -1,49 +0,0 @@ -#include - - -class ComputeShader : public Shader -{ - public: - ComputeShader(const char* computePath) - { - // 1. retrieve the vertex/fragment source code from filePath - std::string computeCode; - std::ifstream cShaderFile; - // ensure ifstream objects can throw exceptions: - cShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); - try - { - // open files - cShaderFile.open(computePath); - - std::stringstream cShaderStream; - // read file's buffer contents into streams - cShaderStream << cShaderFile.rdbuf(); - // close file handlers - cShaderFile.close(); - // convert stream into string - computeCode = cShaderStream.str(); - } - catch (std::ifstream::failure& e) - { - std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl; - } - const char* cShaderCode = computeCode.c_str(); - // 2. compile shaders - unsigned int compute; - // compute shader - compute = glCreateShader(GL_COMPUTE_SHADER); - glShaderSource(compute, 1, &cShaderCode, NULL); - glCompileShader(compute); - checkCompileErrors(compute, "COMPUTE"); - - // shader Program - ID = glCreateProgram(); - glAttachShader(ID, compute); - glLinkProgram(ID); - checkCompileErrors(ID, "PROGRAM"); - // delete the shaders as they're linked into our program now and no longer necessery - glDeleteShader(compute); - - } -}; diff --git a/src/8.guest/2022/5.computeshader_helloworld/computer_shader_hello_world.cpp b/src/8.guest/2022/5.computeshader_helloworld/computer_shader_hello_world.cpp index 44aa433..82abf60 100644 --- a/src/8.guest/2022/5.computeshader_helloworld/computer_shader_hello_world.cpp +++ b/src/8.guest/2022/5.computeshader_helloworld/computer_shader_hello_world.cpp @@ -5,13 +5,13 @@ #include #include + #include +#include #include #include -#include "computeShader.h" - void framebuffer_size_callback(GLFWwindow* window, int width, int height); void renderQuad();