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shaderprog.cpp
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470 lines (465 loc) · 18.1 KB
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#include "shaderprog.hpp"
#include <fstream>
//--------------------------------------------------------------------------------
//SHADERS
//--------------------------------------------------------------------------------
void ShaderProg::init(){
sprog = ProgLink(vshader,fshader);
//printf("link end\n");
//AttachAttr(vattr, "coord", sprog);
//AttachAttr(nattr, "normal", sprog);
//AttachAttr(cattr, "color", sprog);
//AttachUniform(mvp_loc, "MVP", sprog);
//AttachUniform(it_mvp_loc, "itMVP", sprog);
//AttachUniform(unif_minmax, "minmaxmul", sprog);
//AttachUniform(tex_length, "tex_length",sprog);
//AttachUniform(vmin, "vmin",sprog);
//AttachUniform(vmax, "vmax",sprog);
checkOpenGLerror();
//printf("shaders end\n");
}
//--------------------------------------------------------------------------------
ShaderProg::ShaderProg(const char * vss, const char* fss){
checkOpenGLerror();
//printf("shaders begin\n");
vshader = ShaderComp(GL_VERTEX_SHADER, vss);
//printf("shaders v\n");
fshader = ShaderComp(GL_FRAGMENT_SHADER, fss);
//printf("shaders f\n");
this->init();
}
//--------------------------------------------------------------------------------
ShaderProg::~ShaderProg(){
glDeleteProgram(sprog);
}
//--------------------------------------------------------------------------------
void ShaderProg::extern_load(const char * vsf, const char* fsf){
checkOpenGLerror();
//printf("shaders begin\n");
vshader = ShaderExternLoad(GL_VERTEX_SHADER, vsf);
fshader = ShaderExternLoad(GL_FRAGMENT_SHADER, fsf);
//printf("shaders init\n");
this->init();
}
//--------------------------------------------------------------------------------
void ShaderProg::load(const char * vsf, const char* fsf){
checkOpenGLerror();
//printf("shaders begin\n");
vshader = ShaderLoad(GL_VERTEX_SHADER, vsf);
fshader = ShaderLoad(GL_FRAGMENT_SHADER, fsf);
//printf("shaders init\n");
this->init();
}
//--------------------------------------------------------------------------------
GLuint ShaderProg::ShaderExternLoad(GLenum shader_type, const char * shader_file){
std::ifstream in(shader_file);
std::string contents( (std::istreambuf_iterator<char>(in)),
std::istreambuf_iterator<char>() );
in.close();
char * Source = new char[contents.length() + 1];
std::strcpy( Source, contents.c_str() );
GLuint shade = ShaderComp(shader_type, Source);
delete [] Source;
return shade;
}
//--------------------------------------------------------------------------------
GLuint ShaderProg::ShaderLoad(GLenum shader_type, const char * shader_source){
GLuint shade = ShaderComp(shader_type, shader_source);
return shade;
}
//--------------------------------------------------------------------------------
GLuint ShaderProg::ShaderComp(GLenum shader_type, const char * Source){
//printf("shaders Comp\n");
GLuint shade = glCreateShader(shader_type);
//printf("shaders cre\n");
glShaderSource(shade, 1, & Source, NULL);
//printf("shaders comp\n");
glCompileShader(shade);
//if (shader_type == GL_VERTEX_SHADER) std::cout << "vertex shader \n";
//else std::cout << "fragment shader \n";
return shade;
}
//--------------------------------------------------------------------------------
// Шейдерная программа
GLuint ShaderProg::ProgLink(GLuint vShader, GLuint fShader){
// Создаем программу и прикрепляем шейдеры к ней
GLuint Program = glCreateProgram();
glAttachShader(Program, vShader);
glAttachShader(Program, fShader);
// Линкуем шейдерную программу
glLinkProgram(Program);
// Проверяем статус сборки
int link_ok;
glGetProgramiv(Program, GL_LINK_STATUS, &link_ok);
if(!link_ok)
{
std::cout << "error attach shaders \n";
shaderLog(vShader);
shaderLog(fShader);
}
return Program;
}
//--------------------------------------------------------------------------------
// Функция печати лога шейдера
void ShaderProg::shaderLog(unsigned int shader)
{
int infologLen = 0;
int charsWritten = 0;
char *infoLog;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLen);
if(infologLen > 1)
{
infoLog = new char[infologLen];
if(infoLog == NULL)
{
std::cout<<"ERROR: Could not allocate InfoLog buffer\n";
exit(1);
}
glGetShaderInfoLog(shader, infologLen, &charsWritten, infoLog);
std::cout<< "InfoLog: " << infoLog << "\n\n\n";
delete[] infoLog;
}
}
//--------------------------------------------------------------------------------
void ShaderProg::_AttachUniform(GLint & Unif, const char * name, GLuint Program) {
Unif = glGetUniformLocation(Program, name);
if(Unif == -1)
{
//std::cout << "could not bind uniform " << name << std::endl;
return;
}
}
//--------------------------------------------------------------------------------
// Прикрепление массива аттрибутов
void ShaderProg::_AttachAttr(GLint & Attr ,const char* attr_name,GLuint Program) {
// Вытягиваем ID атрибута из собранной программы
Attr = glGetAttribLocation(Program, attr_name);
if(Attr == -1)
{
// std::cout << "could not bind attrib " << attr_name << std::endl;
return;
}
}
//--------------------------------------------------------------------------------
void ShaderProg::AttachUniform(GLint & Unif, const char * name){
_AttachUniform(Unif, name, sprog);
}
void ShaderProg::AttachAttr(GLint & Attr ,const char* attr_name){
_AttachAttr(Attr, attr_name, sprog);
}
//--------------------------------------------------------------------------------
// Made it like load and unload shader
///*template<int sur_size>*/ void ShaderProg::render(/*Surface<sur_size>*/ Plottable * surf, Viewer * view, Texture * tex ){
// glUseProgram(sprog);
// tex->use_texture(/*tex_length*/);
// view->plot(this);
// //load_mvp(view->calc_mvp(), view->calc_itmvp());
// //loadclip(view->get_vmin(), view->get_vmax());
// surf->plot(this);
// glUseProgram(0);
//}
void ShaderProg::start(){
glUseProgram(sprog);
}
void ShaderProg::stop(){
glUseProgram(0);
}
///*template<int sur_size>*/ void ShaderProg::render(/*Surface<sur_size>*/ Plottable * surf, Viewer * view){
// glUseProgram(sprog);
// //tex->use_texture(tex_length);
// load_mvp(view->calc_mvp());
// loadclip(view->get_vmin(), view->get_vmax());
// surf->plot_index(vattr,nattr,cattr,unif_minmax);
// glUseProgram(0);
//}
//template void ShaderProg::render<2>(Surface<2> * surf, Viewer * view, Texture * tex );
//template void ShaderProg::render<4>(Surface<4> * surf, Viewer * view, Texture * tex );
//--------------------------------------------------------------------------------
//void ShaderProg::loadclip(const glm::vec3 & vi , const glm::vec3 & va){
// if (vmax != -1) glUniform3f( vmax, va.x,va.y,va.z);
// if (vmin != -1) glUniform3f( vmin, vi.x,vi.y,vi.z);
//}
////--------------------------------------------------------------------------------
//void ShaderProg::load_mvp(const glm::mat4 & MVP, const glm::mat4& itMVP){
// if (mvp_loc != -1) glUniformMatrix4fv( mvp_loc, 1, GL_FALSE, glm::value_ptr(MVP));
// if (it_mvp_loc != -1) glUniformMatrix4fv( it_mvp_loc, 1, GL_FALSE, glm::value_ptr(itMVP));
//}
//--------------------------------------------------------------------------------
//TEXTURES
//--------------------------------------------------------------------------------
Texture::Texture(const float* pal, int length, GLenum _TexTarget, GLenum format):TexTarget(_TexTarget){
tex_len = length;
glGenTextures(1, &textureID);
glGenSamplers(1, &samplerID);
//glBindSampler(GL_TEXTURE0, samplerID);
linear();
checkOpenGLerror();
load(pal, length, format);
}
void Texture::load(const float* pal, int length, GLenum format){
tex_len=length;
data.reset( new float [4*length]);
if (format == GL_RGBA)
for(int i=0; i<4*length; ++i) data[i] = pal[i];
else if (format == GL_RGB){
for(int i=0; i<4*length; ++i){
if (i%4 == 3) data[i] = 1.;
else data[i] = pal[i - int(i/4)];
}
} else {
std::cerr<<"Texture format is nither GL_RGB nor GL_RGBA"<<std::endl;
return;
}
this->reload();
}
//--------------------------------------------------------------------------------
const float & Texture::operator [] (int i ) const {
return data[i];
}
//--------------------------------------------------------------------------------
float & Texture::operator [] (int i ){
return data[i];
}
//--------------------------------------------------------------------------------
void Texture::reload(){
checkOpenGLerror();
glActiveTexture(TexTarget);
glBindTexture(GL_TEXTURE_1D, textureID);
glBindSampler(TexTarget-GL_TEXTURE0, samplerID);
if (tex_len>0){
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, tex_len, 0, GL_RGBA, GL_FLOAT, data.get());
glBindTexture(GL_TEXTURE_1D, textureID);
checkOpenGLerror();
}
glBindTexture(GL_TEXTURE_1D, 0);
}
//--------------------------------------------------------------------------------
float Texture::get_alpha(int color_num){
if (color_num<get_length() && color_num >=0){
return data[4*color_num + 3];
} else {
return -1;
}
}
//--------------------------------------------------------------------------------
void Texture::set_alpha(int color_num, float new_alpha){
if (color_num<get_length() && color_num >=0 && new_alpha <=1.0 && new_alpha>=0.){
data[4*color_num + 3] = new_alpha;
reload();
}
}
//--------------------------------------------------------------------------------
Texture::~Texture(){
glDeleteTextures(1,&textureID);
glDeleteSamplers(1,&samplerID);
}
//--------------------------------------------------------------------------------
void Texture::linear(){
glSamplerParameteri(samplerID,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glSamplerParameteri(samplerID,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
}
//--------------------------------------------------------------------------------
void Texture::nearest(){
glSamplerParameteri(samplerID,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glSamplerParameteri(samplerID,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
}
//--------------------------------------------------------------------------------
int Texture::get_length(){
return tex_len;
}
//--------------------------------------------------------------------------------
//void Texture::load_texture(const float* pal, int length){
// this->~Texture();
// Texture(pal, length);
//
//}
//--------------------------------------------------------------------------------
void Texture::use_texture(ShaderProg * spr, const char * name, GLenum texture){
if (texture== GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS) texture = TexTarget;
//printf("texture use begin\n");
//checkOpenGLerror();
//glEnable(GL_TEXTURE_1D);
//checkOpenGLerror();
//printf("texture enabled\n");
//glUniform1f(tli,(float)tex_len);
spr->AttachUniform(tex_loc, name);
if (tex_loc != -1){
glUniform1i(tex_loc, texture-GL_TEXTURE0);
}
glActiveTexture(texture);
glBindTexture(GL_TEXTURE_1D, textureID);
glBindSampler(texture-GL_TEXTURE0, samplerID);
checkOpenGLerror();
//printf("sampler activated\n");
//checkOpenGLerror();
//printf("texture use set\n");
}
//--------------------------------------------------------------------------------
Texture3D::Texture3D(const float* pal, int _xsz, int _ysz, int _zsz,
GLenum _TexTarget, int internal_format, GLenum format, bool interp_linear):Texture(_TexTarget){
//Texture3D::Texture3D(pal, xsz*ysz*zsz, _TexTarget);
glGenTextures(1, &textureID);
glGenSamplers(1, &samplerID);
//glBindSampler(GL_TEXTURE0, samplerID);
if (interp_linear) linear();
else nearest();
//printf("gen tex sampl\n");
checkOpenGLerror();
load(pal, _xsz, _ysz, _zsz, internal_format, format);
}
void Texture3D::load(const float* pal, int _xsz, int _ysz, int _zsz, int internal_format, GLenum format){
xsz = _xsz;
ysz = _ysz;
zsz = _zsz;
tex_len=xsz*ysz*zsz;
glActiveTexture(TexTarget);
glBindTexture(GL_TEXTURE_3D, textureID);
//printf("bind texture after activating\n");
checkOpenGLerror();
glBindSampler(TexTarget-GL_TEXTURE0, samplerID);
//printf("bind sampler\n");
checkOpenGLerror();
if (tex_len>0){
glBindTexture(GL_TEXTURE_3D, textureID);
//printf("bind texture\n");
checkOpenGLerror();
//printf("pre load tex\n");
glTexImage3D(GL_TEXTURE_3D, 0, internal_format, xsz, ysz, zsz, 0, format, GL_FLOAT, pal);
//printf("load tex\n");
checkOpenGLerror();
}
glBindTexture(GL_TEXTURE_3D, 0);
}
//--------------------------------------------------------------------------------
int Texture3D::get_xsz(){
return xsz;
}
//--------------------------------------------------------------------------------
int Texture3D::get_ysz(){
return ysz;
}
//--------------------------------------------------------------------------------
int Texture3D::get_zsz(){
return zsz;
}
//--------------------------------------------------------------------------------
//void Texture::load_texture(const float* pal, int length){
// this->~Texture();
// Texture(pal, length);
//
//}
//--------------------------------------------------------------------------------
void Texture3D::use_texture(ShaderProg * spr, const char* name, GLenum texture){
if (texture== GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS) texture = TexTarget;
else TexTarget=texture;
//printf("texture use begin\n");
//checkOpenGLerror();
//glEnable(GL_TEXTURE_1D);
//checkOpenGLerror();
//printf("texture enabled\n");
//glUniform1f(tli,(float)tex_len);
spr->AttachUniform(tex_loc, name);
if (tex_loc != -1){
glUniform1i(tex_loc, texture-GL_TEXTURE0);
}
glActiveTexture(texture);
glBindTexture(GL_TEXTURE_3D, textureID);
glBindSampler(texture-GL_TEXTURE0, samplerID);
checkOpenGLerror();
//checkOpenGLerror();
//printf("sampler activated\n");
//checkOpenGLerror();
//printf("texture use set\n");
}
//--------------------------------------------------------------------------------
PixelsData::PixelsData(): std::unique_ptr<GLubyte []>(nullptr), datasize(0){}
PixelsData::PixelsData(int w, int h, int type){
reinit(w,h,type);
}
PixelsData::PixelsData(const PixelsData & pd): std::unique_ptr<GLubyte []>(new GLubyte[pd.datasize]), datasize(pd.datasize){
memcpy(get(), pd.get(), datasize);
}
void PixelsData::reinit(int w, int h, int type){
std::size_t byte_depth = 4;
if (type ==(int)GL_RGB) byte_depth =3;
datasize = byte_depth *w *h;
this->reset(new GLubyte[datasize]);
}
PixelsData & PixelsData::operator = (const PixelsData & pd){
reset(new GLubyte[pd.datasize]);
datasize=pd.datasize;
memcpy(get(), pd.get(), datasize);
return *this;
}
const std::size_t & PixelsData::get_size(){
return datasize;
}
//--------------------------------------------------------------------------------
// FRAMEBUFFERS
//--------------------------------------------------------------------------------
FrameBuffer::FrameBuffer(int w, int h, int _type):type(_type), _width(w), _height(h), data(){
type= (GLenum)_type;
glGenFramebuffers(1,&frame_buffer);
glBindFramebuffer(GL_FRAMEBUFFER,frame_buffer);
glGenRenderbuffers(1,&render_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, render_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, type, _width, _height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, render_buffer);
//glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenRenderbuffers(1,&depth_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, _width, _height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer);
GLint status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
//std::cout<<"fb init"<<std::endl;
checkOpenGLerror();
if(status != GL_FRAMEBUFFER_COMPLETE) {
std::cout<<"failed to make complete framebuffer object "<< status<<std::endl;
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
}
//--------------------------------------------------------------------------------
FrameBuffer::~FrameBuffer(){
glDeleteFramebuffers(1,&frame_buffer);
glDeleteRenderbuffers(1,&render_buffer);
glDeleteRenderbuffers(1,&depth_buffer);
}
//--------------------------------------------------------------------------------
void FrameBuffer::resize(int w, int h){
_width = w; _height = h;
glBindFramebuffer(GL_FRAMEBUFFER,frame_buffer);
glBindRenderbuffer(GL_RENDERBUFFER,render_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, type, _width, _height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, render_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, _width, _height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);
}
//--------------------------------------------------------------------------------
void FrameBuffer::bind_draw(){
glBindFramebuffer(GL_FRAMEBUFFER,frame_buffer);
glBindRenderbuffer(GL_RENDERBUFFER,render_buffer);
}
//--------------------------------------------------------------------------------
void FrameBuffer::bind_read(){
glReadBuffer(GL_COLOR_ATTACHMENT0);
}
//--------------------------------------------------------------------------------
void FrameBuffer::relax(){
glBindFramebuffer(GL_FRAMEBUFFER,0);
data.reinit(0,0, GL_RGBA);
}
//--------------------------------------------------------------------------------
PixelsData & FrameBuffer::ReadPixels(){
data.reinit(_width, _height, type);
//auto bytes_depth = 4;
//if(type == GL_RGB) bytes_depth =3;
//data.reset(new GLubyte[_width*_height*bytes_depth]);
bind_read();
glReadPixels(0, 0, _width, _height, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
return data;
}
//--------------------------------------------------------------------------------