mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
create seperate shader
This commit is contained in:
151
includes/learnopengl/shader_c.h
Normal file
151
includes/learnopengl/shader_c.h
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#ifndef COMPUTE_SHADER_H
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#define COMPUTE_SHADER_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class ComputeShader
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{
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public:
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unsigned int ID;
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// constructor generates the shader on the fly
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// ------------------------------------------------------------------------
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ComputeShader(const char* computePath)
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{
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// 1. retrieve the vertex/fragment source code from filePath
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std::string computeCode;
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std::ifstream cShaderFile;
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// ensure ifstream objects can throw exceptions:
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cShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// open files
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cShaderFile.open(computePath);
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std::stringstream cShaderStream;
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// read file's buffer contents into streams
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cShaderStream << cShaderFile.rdbuf();
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// close file handlers
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cShaderFile.close();
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// convert stream into string
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computeCode = cShaderStream.str();
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
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}
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const char* cShaderCode = computeCode.c_str();
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// 2. compile shaders
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unsigned int compute;
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// compute shader
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compute = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(compute, 1, &cShaderCode, NULL);
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glCompileShader(compute);
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checkCompileErrors(compute, "COMPUTE");
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// shader Program
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ID = glCreateProgram();
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glAttachShader(ID, compute);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessery
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glDeleteShader(compute);
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}
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// activate the shader
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// ------------------------------------------------------------------------
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void use()
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{
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glUseProgram(ID);
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}
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// utility uniform functions
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// ------------------------------------------------------------------------
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setVec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(const std::string &name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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// ------------------------------------------------------------------------
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void setVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(const std::string &name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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// ------------------------------------------------------------------------
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void setVec4(const std::string &name, const glm::vec4 &value) const
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{
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(const std::string &name, float x, float y, float z, float w)
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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// ------------------------------------------------------------------------
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void setMat2(const std::string &name, const glm::mat2 &mat) const
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{
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat3(const std::string &name, const glm::mat3 &mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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private:
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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void checkCompileErrors(GLuint shader, std::string type)
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{
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GLint success;
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GLchar infoLog[1024];
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if(type != "PROGRAM")
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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else
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{
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if(!success)
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{
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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}
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};
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#endif
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@@ -13,9 +13,6 @@ class Shader
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{
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{
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public:
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public:
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unsigned int ID;
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unsigned int ID;
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Shader() {
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ID = -1;
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}
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// constructor generates the shader on the fly
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// constructor generates the shader on the fly
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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@@ -139,7 +136,7 @@ public:
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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}
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protected:
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private:
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// utility function for checking shader compilation/linking errors.
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void checkCompileErrors(GLuint shader, std::string type)
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void checkCompileErrors(GLuint shader, std::string type)
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@@ -1,49 +0,0 @@
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#include <learnopengl/shader_m.h>
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class ComputeShader : public Shader
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{
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public:
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ComputeShader(const char* computePath)
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{
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// 1. retrieve the vertex/fragment source code from filePath
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std::string computeCode;
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std::ifstream cShaderFile;
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// ensure ifstream objects can throw exceptions:
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cShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// open files
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cShaderFile.open(computePath);
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std::stringstream cShaderStream;
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// read file's buffer contents into streams
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cShaderStream << cShaderFile.rdbuf();
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// close file handlers
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cShaderFile.close();
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// convert stream into string
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computeCode = cShaderStream.str();
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
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}
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const char* cShaderCode = computeCode.c_str();
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// 2. compile shaders
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unsigned int compute;
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// compute shader
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compute = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(compute, 1, &cShaderCode, NULL);
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glCompileShader(compute);
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checkCompileErrors(compute, "COMPUTE");
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// shader Program
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ID = glCreateProgram();
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glAttachShader(ID, compute);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessery
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glDeleteShader(compute);
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}
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};
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@@ -5,13 +5,13 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/shader_c.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/camera.h>
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#include <iostream>
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#include <iostream>
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#include "computeShader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void renderQuad();
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void renderQuad();
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