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shader.cpp
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shader.cpp
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#include <stdio.h>
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include <algorithm>
#include <sstream>
using namespace std;
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "Shadinclude.hpp"
#include "shader.hpp"
const int debugLevel = 0;
//struct RetVal {
// GLuint frVeID;
// GLuint compID;
//};
// ShProgs LoadShaders(const char * vertex_file_path,const char * fragment_file_path, const char* compute_file_path1, const char* compute_file_path2){
// // Create the shaders
// GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
// GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// GLuint ComputeShaderID1 = glCreateShader(GL_COMPUTE_SHADER);
// GLuint ComputeShaderID2 = glCreateShader(GL_COMPUTE_SHADER);
// // Read the Vertex Shader code from the file
// std::string VertexShaderCode;
// std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
// if(VertexShaderStream.is_open()){
// std::stringstream sstr;
// sstr << VertexShaderStream.rdbuf();
// VertexShaderCode = sstr.str();
// VertexShaderStream.close();
// }else{
// printf("Impossible to open %s.\n", vertex_file_path);
// getchar();
// return { 0,0 };
// }
// // Read the Fragment Shader code from the file
// std::string FragmentShaderCode;
// std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
// if(FragmentShaderStream.is_open()){
// std::stringstream sstr;
// sstr << FragmentShaderStream.rdbuf();
// FragmentShaderCode = sstr.str();
// FragmentShaderStream.close();
// }
// else {
// printf("Impossible to open %s !\n", fragment_file_path);
// getchar();
// return { 0,0 };
// }
// // Read the Compute Shader code from the file1
// std::string ComputeShaderCode1;
// std::ifstream ComputeShaderStream1(compute_file_path1, std::ios::in);
// if (ComputeShaderStream1.is_open()) {
// std::stringstream sstr;
// sstr << ComputeShaderStream1.rdbuf();
// //replace(sstr,"$sizeX", "")
// ComputeShaderCode1 = sstr.str();
// ComputeShaderStream1.close();
// }
// else {
// printf("Impossible to open %s. \n", compute_file_path1);
// getchar();
// return { 0,0 };
// }
// // Read the Compute Shader code from the file2
// std::string ComputeShaderCode2;
// std::ifstream ComputeShaderStream2(compute_file_path2, std::ios::in);
// if (ComputeShaderStream2.is_open()) {
// std::stringstream sstr;
// sstr << ComputeShaderStream2.rdbuf();
// //replace(sstr,"$sizeX", "")
// ComputeShaderCode2 = sstr.str();
// ComputeShaderStream2.close();
// }
// else {
// printf("Impossible to open %s. \n", compute_file_path2);
// getchar();
// return { 0,0 };
// }
// GLint Result = GL_FALSE;
// int InfoLogLength;
// // Compile Vertex Shader
// printf("Compiling shader : %s\n", vertex_file_path);
// char const * VertexSourcePointer = VertexShaderCode.c_str();
// glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
// glCompileShader(VertexShaderID);
// // Check Vertex Shader
// glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
// glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
// if ( InfoLogLength > 0 ){
// std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
// glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
// printf("%s\n", &VertexShaderErrorMessage[0]);
// }
// // Compile Fragment Shader
// printf("Compiling shader : %s\n", fragment_file_path);
// char const * FragmentSourcePointer = FragmentShaderCode.c_str();
// glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
// glCompileShader(FragmentShaderID);
// // Check Fragment Shader
// glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
// glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
// if ( InfoLogLength > 0 ){
// std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
// glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
// printf("%s\n", &FragmentShaderErrorMessage[0]);
// }
// // Compile Compute Shader1
// printf("Compiling shader : %s\n", compute_file_path1);
// char const* ComputeSourcePointer1 = ComputeShaderCode1.c_str();
// glShaderSource(ComputeShaderID1, 1, &ComputeSourcePointer1, NULL);
// glCompileShader(ComputeShaderID1);
// // Check Compute Shader
// glGetShaderiv(ComputeShaderID1, GL_COMPILE_STATUS, &Result);
// glGetShaderiv(ComputeShaderID1, GL_INFO_LOG_LENGTH, &InfoLogLength);
// if (InfoLogLength > 0) {
// std::vector<char> ComputeShaderErrorMessage(InfoLogLength + 1);
// glGetShaderInfoLog(ComputeShaderID1, InfoLogLength, NULL, &ComputeShaderErrorMessage[0]);
// printf("%s\n", &ComputeShaderErrorMessage[0]);
// }
// // Compile Compute Shader2
// printf("Compiling shader : %s\n", compute_file_path2);
// char const* ComputeSourcePointer2 = ComputeShaderCode2.c_str();
// glShaderSource(ComputeShaderID2, 1, &ComputeSourcePointer2, NULL);
// glCompileShader(ComputeShaderID2);
// // Check Compute Shader
// glGetShaderiv(ComputeShaderID2, GL_COMPILE_STATUS, &Result);
// glGetShaderiv(ComputeShaderID2, GL_INFO_LOG_LENGTH, &InfoLogLength);
// if (InfoLogLength > 0) {
// std::vector<char> ComputeShaderErrorMessage(InfoLogLength + 1);
// glGetShaderInfoLog(ComputeShaderID2, InfoLogLength, NULL, &ComputeShaderErrorMessage[0]);
// printf("%s\n", &ComputeShaderErrorMessage[0]);
// }
// // Link the program
// printf("Linking program\n");
// GLuint ProgramID1 = glCreateProgram();
// GLuint ProgramID2 = glCreateProgram();
// GLuint ProgramID3 = glCreateProgram();
// glAttachShader(ProgramID1, VertexShaderID);
// glAttachShader(ProgramID1, FragmentShaderID);
// glAttachShader(ProgramID2, ComputeShaderID1);
// glAttachShader(ProgramID3, ComputeShaderID2);
// glLinkProgram(ProgramID1);
// glLinkProgram(ProgramID2);
// glLinkProgram(ProgramID3);
// // Check the program
// glGetProgramiv(ProgramID1, GL_LINK_STATUS, &Result);
// glGetProgramiv(ProgramID1, GL_INFO_LOG_LENGTH, &InfoLogLength);
// if ( InfoLogLength > 0 ){
// std::vector<char> ProgramErrorMessage(InfoLogLength+1);
// glGetProgramInfoLog(ProgramID1, InfoLogLength, NULL, &ProgramErrorMessage[0]);
// printf("%s\n", &ProgramErrorMessage[0]);
// }
// // Check the program
// glGetProgramiv(ProgramID2, GL_LINK_STATUS, &Result);
// glGetProgramiv(ProgramID2, GL_INFO_LOG_LENGTH, &InfoLogLength);
// if (InfoLogLength > 0) {
// std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
// glGetProgramInfoLog(ProgramID2, InfoLogLength, NULL, &ProgramErrorMessage[0]);
// printf("%s\n", &ProgramErrorMessage[0]);
// }
// // Check the program
// glGetProgramiv(ProgramID3, GL_LINK_STATUS, &Result);
// glGetProgramiv(ProgramID3, GL_INFO_LOG_LENGTH, &InfoLogLength);
// if (InfoLogLength > 0) {
// std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
// glGetProgramInfoLog(ProgramID3, InfoLogLength, NULL, &ProgramErrorMessage[0]);
// printf("%s\n", &ProgramErrorMessage[0]);
// }
// glDetachShader(ProgramID1, VertexShaderID);
// glDetachShader(ProgramID1, FragmentShaderID);
// glDetachShader(ProgramID2, ComputeShaderID1);
// glDetachShader(ProgramID3, ComputeShaderID2);
// glDeleteShader(VertexShaderID);
// glDeleteShader(FragmentShaderID);
// glDeleteShader(ComputeShaderID1);
// glDeleteShader(ComputeShaderID2);
// return { ProgramID1, ProgramID2, ProgramID3 };
// }
bool replace(std::string &str, const std::string &from, const std::string &to)
{
size_t start_pos = str.find(from);
if (start_pos == std::string::npos)
return false;
str.replace(start_pos, from.length(), to);
return true;
}
GLuint LoadComputeShader(const char *compute_file_path, int workGroupSizeX, int workGroupSizeY)
{
GLuint ComputeShaderID = glCreateShader(GL_COMPUTE_SHADER);
// Read the Compute Shader code from the file1
std::string ComputeShaderCode;
// std::ifstream ComputeShaderStream(compute_file_path, std::ios::in);
// if (ComputeShaderStream.is_open()) {
// std::stringstream sstr;
// sstr << ComputeShaderStream.rdbuf();
// // ComputeShaderCode = sstr.str();
// ComputeShaderStream.close();
// ComputeShaderCode.clear();
ComputeShaderCode = Shadinclude::load(compute_file_path);
int blockSizeX = workGroupSizeX;
int blockSizeY = workGroupSizeY;
//X
string parName = std::string("BLOCK_SIZE_X");
int pos = ComputeShaderCode.find(parName);
//parName.push_back((char)(4 + '0'));
//string costring(char(blockSizeX + '0'))
// prideda par reiksme prie galo, +'0', nes ASCII simoliai nuo '0'
ComputeShaderCode.replace(pos + parName.length() + 1, 1, " "); //istrinam "1" is #define ... 1
ComputeShaderCode.insert(pos + parName.length() + 1, std::to_string(blockSizeX)); //+1 nes tarpas
//Y
parName = std::string("BLOCK_SIZE_Y");
pos = ComputeShaderCode.find(parName);
ComputeShaderCode.replace(pos + parName.length() + 1, 1, " "); //istrinam "1" is #define ... 1
ComputeShaderCode.insert(pos + parName.length() + 1, std::to_string(blockSizeY)); //+1 nes tarpas
// cout << ComputeShaderCode << endl;
//len = parName.length() + 2;
// ComputeShaderCode.replace(pos, len, "BLOCK_SIZE_Y 4");
// }
// else {
// printf("Impossible to open %s. \n", compute_file_path);
// getchar();
// return 0;
// }
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Compute Shader
if (debugLevel > 0)
printf("\nCompiling shader : %s\n", compute_file_path);
char const *ComputeSourcePointer = ComputeShaderCode.c_str();
glShaderSource(ComputeShaderID, 1, &ComputeSourcePointer, NULL);
glCompileShader(ComputeShaderID);
// Check Compute Shader
glGetShaderiv(ComputeShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(ComputeShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> ComputeShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(ComputeShaderID, InfoLogLength, NULL, &ComputeShaderErrorMessage[0]);
printf("%s", &ComputeShaderErrorMessage[0]);
// exit(-1);
}
// Link the program
if (debugLevel > 0)
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, ComputeShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s", &ProgramErrorMessage[0]);
// exit(-1);
}
glDetachShader(ProgramID, ComputeShaderID);
glDeleteShader(ComputeShaderID);
return ProgramID;
}
GLuint LoadVertexFragmentShaders(const char *vertex_file_path, const char *fragment_file_path)
{
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if (VertexShaderStream.is_open())
{
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
}
else
{
printf("Impossible to open %s.\n", vertex_file_path);
getchar();
return 0;
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if (FragmentShaderStream.is_open())
{
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
}
else
{
printf("Impossible to open %s !\n", fragment_file_path);
getchar();
return 0;
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
if (debugLevel > 0)
printf("\nCompiling shader : %s\n", vertex_file_path);
char const *VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
if (debugLevel > 0)
printf("Compiling shader : %s\n", fragment_file_path);
char const *FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s", &FragmentShaderErrorMessage[0]);
}
// Link the program
if (debugLevel > 0)
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0)
{
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
//// Read config.txt, where workgroup size is stored and replace shader with these values
//std::string configFileTxt;
//std::ifstream configFileStream("config.txt", std::ios::in);
//if (configFileStream.is_open()) {
// std::stringstream sstr2;
// sstr2 << configFileStream.rdbuf();
// configFileTxt = sstr2.str();
// configFileStream.close();
// int blockSizeX = 0;
// int blockSizeY = 0;
// blockSizeX = stoi(configFileTxt.substr(0, 1));
// blockSizeY = stoi(configFileTxt.substr(0, 1));
//
// string parName = std::string("BLOCK_SIZE_X");
// int pos = ComputeShaderCode.find(parName);
// int len = parName.length() + 2;
// //parName.push_back((char)(4 + '0'));
// ComputeShaderCode.replace(pos, len, "BLOCK_SIZE_X 4"); // prideda par reiksme prie galo, +'0', nes ASCII simoliai nuo '0'
// parName = std::string("BLOCK_SIZE_Y");
// pos = ComputeShaderCode.find(parName);
// len = parName.length() + 2;
// ComputeShaderCode.replace(pos, len, "BLOCK_SIZE_Y 4");
//}
//else {
// printf("Impossible to open config.txt. Default values are used. \n");
//}