generated from Persson-dev/OpenGLComputeShader
big refactor
This commit is contained in:
37
.clang-format
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37
.clang-format
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@@ -0,0 +1,37 @@
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Language: Cpp
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BasedOnStyle: LLVM
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AlignAfterOpenBracket: DontAlign
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BreakConstructorInitializers: AfterColon
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ConstructorInitializerAllOnOneLineOrOnePerLine: true
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PointerAlignment: Left
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SortIncludes: true
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SpacesBeforeTrailingComments: 2
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UseTab: Always
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MaxEmptyLinesToKeep: 5
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TabWidth: 4
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ConstructorInitializerIndentWidth: 4
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ContinuationIndentWidth: 4
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IndentWidth: 4
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IndentCaseLabels: true
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ColumnLimit: 135
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AlwaysBreakTemplateDeclarations: Yes
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AllowShortFunctionsOnASingleLine: Empty
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BreakBeforeBraces: Custom
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BraceWrapping:
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AfterClass: false
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AfterControlStatement: false
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AfterEnum: false
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AfterExternBlock: false
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AfterFunction: false
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AfterNamespace: false
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AfterStruct: false
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AfterUnion: false
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BeforeCatch: false
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BeforeElse: false
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IndentBraces: false
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SplitEmptyFunction: true
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SplitEmptyRecord: true
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176
src/Main.cpp
176
src/Main.cpp
@@ -3,36 +3,32 @@
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#include <glm/glm.hpp>
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#include <glm/glm.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 "Shader.h"
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#include "Renderer.h"
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#include "Renderer.h"
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#include "Shader.h"
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#include <chrono>
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#include <chrono>
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class Timer
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constexpr int PARTICLE_COUNT = 64 * 5000;
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{
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public:
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Timer() { Reset(); }
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void Reset() { m_Start = std::chrono::high_resolution_clock::now(); }
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float Elapsed() const { return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() * 0.001f * 0.001f; }
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float ElapsedMillis() const { return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() * 0.001f; }
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private:
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class Timer {
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std::chrono::time_point<std::chrono::high_resolution_clock> m_Start;
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public:
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};
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Timer() {
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Reset();
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class ScopedTimer
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}
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{
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void Reset() {
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public:
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m_Start = std::chrono::high_resolution_clock::now();
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ScopedTimer(std::string_view name) : m_Name(name) {}
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}
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~ScopedTimer()
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float Elapsed() const {
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{
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return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() *
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float time = m_Timer.ElapsedMillis();
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0.001f * 0.001f;
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std::cout << m_Name << " - " << time << "ms\n";
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}
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float ElapsedMillis() const {
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return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() *
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0.001f;
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}
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}
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private:
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private:
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Timer m_Timer;
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std::chrono::time_point<std::chrono::high_resolution_clock> m_Start;
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std::string m_Name;
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};
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};
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static uint32_t s_ComputeShader = -1;
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static uint32_t s_ComputeShader = -1;
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@@ -41,57 +37,51 @@ static const std::filesystem::path s_ComputeShaderPath = "Shaders/Compute.glsl";
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static const std::filesystem::path s_VertexShaderPath = "Shaders/Vertex.glsl";
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static const std::filesystem::path s_VertexShaderPath = "Shaders/Vertex.glsl";
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static const std::filesystem::path s_FragmentShaderPath = "Shaders/Fragment.glsl";
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static const std::filesystem::path s_FragmentShaderPath = "Shaders/Fragment.glsl";
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static void ErrorCallback(int error, const char *description)
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static void ErrorCallback(int error, const char* description) {
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{
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std::cerr << "Error: " << description << std::endl;
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std::cerr << "Error: " << description << std::endl;
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}
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}
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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{
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if (action != GLFW_PRESS)
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if (action != GLFW_PRESS)
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return;
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return;
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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if (key == GLFW_KEY_R)
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if (key == GLFW_KEY_R) {
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{
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s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
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s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
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s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
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s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
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}
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}
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}
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}
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std::vector<float> GenPoints(float x, float y)
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static GLuint CreateDummyVAO() {
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{
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GLuint vertexArray;
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x /= 2;
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glCreateVertexArrays(1, &vertexArray);
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y /= 2;
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return {
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GLuint vertexBuffer;
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x, y + 0.36f,
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glCreateBuffers(1, &vertexBuffer);
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x - 0.5f, y - 0.5f,
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x + 0.5f, y - 0.5f};
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// Buffer with just one point
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float vertices[] = {0.0f, 0.0f};
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glNamedBufferData(vertexBuffer, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 2);
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glEnableVertexArrayAttrib(vertexArray, 0);
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glVertexArrayAttribFormat(vertexArray, 0, 2, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribBinding(vertexArray, 0, 0);
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return vertexArray;
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}
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}
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std::vector<float> GetPoints(int depth)
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static void CreateGpuBuffer(std::size_t a_Size) {
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{
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GLuint ssbo;
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std::vector<float> result = {0.0f, 0.0f};
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glGenBuffers(1, &ssbo);
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std::size_t offset = 0;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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std::size_t count = 1;
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
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for (std::size_t i = 1; i < depth; i++)
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * a_Size, nullptr,
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{
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GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
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for (std::size_t j = 0; j < count; j++)
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{
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std::size_t index = offset + j * 2;
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auto newPoints = GenPoints(result[index], result[index + 1]);
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result.insert(result.end(), newPoints.begin(), newPoints.end());
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}
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offset += count * 2;
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count *= 3;
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}
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return result;
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}
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}
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int main()
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static GLFWwindow* InitWindow() {
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{
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glfwSetErrorCallback(ErrorCallback);
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glfwSetErrorCallback(ErrorCallback);
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if (!glfwInit())
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if (!glfwInit())
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@@ -103,9 +93,8 @@ int main()
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int width = 1280;
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int width = 1280;
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int height = 720;
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int height = 720;
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GLFWwindow *window = glfwCreateWindow(width, height, "Compute", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(width, height, "", NULL, NULL);
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if (!window)
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if (!window) {
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{
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glfwTerminate();
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glfwTerminate();
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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}
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}
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@@ -117,61 +106,37 @@ int main()
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glfwSwapInterval(1);
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glfwSwapInterval(1);
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s_ComputeShader = CreateComputeShader(s_ComputeShaderPath);
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s_ComputeShader = CreateComputeShader(s_ComputeShaderPath);
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if (s_ComputeShader == -1)
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if (s_ComputeShader == -1) {
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{
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std::cerr << "Compute shader failed\n";
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std::cerr << "Compute shader failed\n";
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return -1;
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return nullptr;
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}
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}
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s_GraphicsShader = CreateGraphicsShader(s_VertexShaderPath, s_FragmentShaderPath);
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s_GraphicsShader = CreateGraphicsShader(s_VertexShaderPath, s_FragmentShaderPath);
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if (s_GraphicsShader == -1)
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if (s_GraphicsShader == -1) {
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{
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std::cerr << "Graphics shader failed\n";
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std::cerr << "Graphics shader failed\n";
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return -1;
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return nullptr;
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}
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}
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Texture computeShaderTexture = CreateTexture(width, height);
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return window;
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Framebuffer fb = CreateFramebufferWithTexture(computeShaderTexture);
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}
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GLuint vertexArray;
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int main() {
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glCreateVertexArrays(1, &vertexArray);
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GLFWwindow* window = InitWindow();
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if (!window)
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return -1;
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GLuint vertexBuffer;
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auto vertexArray = CreateDummyVAO();
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glCreateBuffers(1, &vertexBuffer);
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constexpr int DEPTH = 6;
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CreateGpuBuffer(PARTICLE_COUNT);
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auto vertices = GetPoints(DEPTH);
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glNamedBufferData(vertexBuffer, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
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glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 2);
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glEnableVertexArrayAttrib(vertexArray, 0);
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glEnableVertexArrayAttrib(vertexArray, 1);
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glVertexArrayAttribFormat(vertexArray, 0, 2, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribBinding(vertexArray, 0, 0);
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glVertexArrayAttribBinding(vertexArray, 1, 0);
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Timer timer;
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constexpr int PARTICLE_COUNT = 64 * 5000;
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GLuint ssbo;
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glGenBuffers(1, &ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT, nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
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float lastTime = (float)glfwGetTime();
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float lastTime = (float)glfwGetTime();
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int fps = 0;
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int fps = 0;
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float secondsTimer = 0.0f;
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float secondsTimer = 0.0f;
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while (!glfwWindowShouldClose(window))
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glBindVertexArray(vertexArray);
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{
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while (!glfwWindowShouldClose(window)) {
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// ScopedTimer timer("Main Loop");
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// ScopedTimer timer("Main Loop");
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float currentTime = (float)glfwGetTime();
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float currentTime = (float)glfwGetTime();
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@@ -179,8 +144,7 @@ int main()
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lastTime = currentTime;
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lastTime = currentTime;
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secondsTimer += dt;
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secondsTimer += dt;
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if (secondsTimer >= 1.0f)
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if (secondsTimer >= 1.0f) {
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{
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std::string title = "FPS : " + std::to_string(fps);
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std::string title = "FPS : " + std::to_string(fps);
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glfwSetWindowTitle(window, title.c_str());
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glfwSetWindowTitle(window, title.c_str());
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@@ -188,18 +152,7 @@ int main()
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fps = 0;
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fps = 0;
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}
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}
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glfwGetFramebufferSize(window, &width, &height);
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// Resize texture
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if (width != computeShaderTexture.Width || height != computeShaderTexture.Height)
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{
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glDeleteTextures(1, &computeShaderTexture.Handle);
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computeShaderTexture = CreateTexture(width, height);
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AttachTextureToFramebuffer(fb, computeShaderTexture);
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}
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// Compute
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// Compute
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glUseProgram(s_ComputeShader);
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glUseProgram(s_ComputeShader);
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glDispatchCompute(PARTICLE_COUNT / 64, 1, 1);
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glDispatchCompute(PARTICLE_COUNT / 64, 1, 1);
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@@ -209,7 +162,6 @@ int main()
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// Graphics
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// Graphics
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glUseProgram(s_GraphicsShader);
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glUseProgram(s_GraphicsShader);
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glBindVertexArray(vertexArray);
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glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
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glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@@ -5,8 +5,7 @@
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "stb_image.h"
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Texture CreateTexture(int width, int height)
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Texture CreateTexture(int width, int height) {
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{
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Texture result;
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Texture result;
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result.Width = width;
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result.Width = width;
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result.Height = height;
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result.Height = height;
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@@ -24,21 +23,17 @@ Texture CreateTexture(int width, int height)
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return result;
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return result;
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}
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}
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Texture LoadTexture(const std::filesystem::path& path)
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Texture LoadTexture(const std::filesystem::path& path) {
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{
|
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int width, height, channels;
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int width, height, channels;
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std::string filepath = path.string();
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std::string filepath = path.string();
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unsigned char* data = stbi_load(filepath.c_str(), &width, &height, &channels, 0);
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unsigned char* data = stbi_load(filepath.c_str(), &width, &height, &channels, 0);
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if (!data)
|
if (!data) {
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{
|
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std::cerr << "Failed to load texture: " << filepath << "\n";
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std::cerr << "Failed to load texture: " << filepath << "\n";
|
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return {};
|
return {};
|
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}
|
}
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|
|
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GLenum format = channels == 4 ? GL_RGBA :
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GLenum format = channels == 4 ? GL_RGBA : channels == 3 ? GL_RGB : channels == 1 ? GL_RED : 0;
|
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channels == 3 ? GL_RGB :
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channels == 1 ? GL_RED : 0;
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Texture result;
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Texture result;
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result.Width = width;
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result.Width = width;
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@@ -62,14 +57,12 @@ Texture LoadTexture(const std::filesystem::path& path)
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return result;
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return result;
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}
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}
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Framebuffer CreateFramebufferWithTexture(const Texture texture)
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Framebuffer CreateFramebufferWithTexture(const Texture texture) {
|
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{
|
|
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Framebuffer result;
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Framebuffer result;
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glCreateFramebuffers(1, &result.Handle);
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glCreateFramebuffers(1, &result.Handle);
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if (!AttachTextureToFramebuffer(result, texture))
|
if (!AttachTextureToFramebuffer(result, texture)) {
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{
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glDeleteFramebuffers(1, &result.Handle);
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glDeleteFramebuffers(1, &result.Handle);
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return {};
|
return {};
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}
|
}
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@@ -77,12 +70,10 @@ Framebuffer CreateFramebufferWithTexture(const Texture texture)
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return result;
|
return result;
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||||||
}
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}
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bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture)
|
bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture) {
|
||||||
{
|
|
||||||
glNamedFramebufferTexture(framebuffer.Handle, GL_COLOR_ATTACHMENT0, texture.Handle, 0);
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glNamedFramebufferTexture(framebuffer.Handle, GL_COLOR_ATTACHMENT0, texture.Handle, 0);
|
||||||
|
|
||||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
{
|
|
||||||
std::cerr << "Framebuffer is not complete!" << std::endl;
|
std::cerr << "Framebuffer is not complete!" << std::endl;
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@@ -91,12 +82,11 @@ bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
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|
||||||
void BlitFramebufferToSwapchain(const Framebuffer framebuffer)
|
void BlitFramebufferToSwapchain(const Framebuffer framebuffer) {
|
||||||
{
|
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.Handle);
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.Handle);
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // swapchain
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // swapchain
|
||||||
|
|
||||||
glBlitFramebuffer(0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Source rect
|
glBlitFramebuffer(0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Source rect
|
||||||
0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Destination rect
|
0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Destination rect
|
||||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
}
|
}
|
||||||
@@ -6,15 +6,13 @@
|
|||||||
|
|
||||||
#include <filesystem>
|
#include <filesystem>
|
||||||
|
|
||||||
struct Texture
|
struct Texture {
|
||||||
{
|
|
||||||
GLuint Handle = 0;
|
GLuint Handle = 0;
|
||||||
uint32_t Width = 0;
|
uint32_t Width = 0;
|
||||||
uint32_t Height = 0;
|
uint32_t Height = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Framebuffer
|
struct Framebuffer {
|
||||||
{
|
|
||||||
GLuint Handle = 0;
|
GLuint Handle = 0;
|
||||||
Texture ColorAttachment;
|
Texture ColorAttachment;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -1,17 +1,15 @@
|
|||||||
#include "Shader.h"
|
#include "Shader.h"
|
||||||
|
|
||||||
#include <iostream>
|
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
|
#include <iostream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
|
|
||||||
static std::string ReadTextFile(const std::filesystem::path& path)
|
static std::string ReadTextFile(const std::filesystem::path& path) {
|
||||||
{
|
|
||||||
std::ifstream file(path);
|
std::ifstream file(path);
|
||||||
|
|
||||||
if (!file.is_open())
|
if (!file.is_open()) {
|
||||||
{
|
|
||||||
std::cerr << "Failed to open file: " << path.string() << std::endl;
|
std::cerr << "Failed to open file: " << path.string() << std::endl;
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
@@ -21,8 +19,7 @@ static std::string ReadTextFile(const std::filesystem::path& path)
|
|||||||
return contentStream.str();
|
return contentStream.str();
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t CreateComputeShader(const std::filesystem::path& path)
|
uint32_t CreateComputeShader(const std::filesystem::path& path) {
|
||||||
{
|
|
||||||
std::string shaderSource = ReadTextFile(path);
|
std::string shaderSource = ReadTextFile(path);
|
||||||
|
|
||||||
GLuint shaderHandle = glCreateShader(GL_COMPUTE_SHADER);
|
GLuint shaderHandle = glCreateShader(GL_COMPUTE_SHADER);
|
||||||
@@ -34,8 +31,7 @@ uint32_t CreateComputeShader(const std::filesystem::path& path)
|
|||||||
|
|
||||||
GLint isCompiled = 0;
|
GLint isCompiled = 0;
|
||||||
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &isCompiled);
|
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &isCompiled);
|
||||||
if (isCompiled == GL_FALSE)
|
if (isCompiled == GL_FALSE) {
|
||||||
{
|
|
||||||
GLint maxLength = 0;
|
GLint maxLength = 0;
|
||||||
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
|
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
|
||||||
|
|
||||||
@@ -54,8 +50,7 @@ uint32_t CreateComputeShader(const std::filesystem::path& path)
|
|||||||
|
|
||||||
GLint isLinked = 0;
|
GLint isLinked = 0;
|
||||||
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
|
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
|
||||||
if (isLinked == GL_FALSE)
|
if (isLinked == GL_FALSE) {
|
||||||
{
|
|
||||||
GLint maxLength = 0;
|
GLint maxLength = 0;
|
||||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||||
|
|
||||||
@@ -74,8 +69,7 @@ uint32_t CreateComputeShader(const std::filesystem::path& path)
|
|||||||
return program;
|
return program;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path)
|
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path) {
|
||||||
{
|
|
||||||
uint32_t newShaderHandle = CreateComputeShader(path);
|
uint32_t newShaderHandle = CreateComputeShader(path);
|
||||||
|
|
||||||
// Return old shader if compilation failed
|
// Return old shader if compilation failed
|
||||||
@@ -86,8 +80,7 @@ uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path&
|
|||||||
return newShaderHandle;
|
return newShaderHandle;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
|
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath) {
|
||||||
{
|
|
||||||
std::string vertexShaderSource = ReadTextFile(vertexPath);
|
std::string vertexShaderSource = ReadTextFile(vertexPath);
|
||||||
std::string fragmentShaderSource = ReadTextFile(fragmentPath);
|
std::string fragmentShaderSource = ReadTextFile(fragmentPath);
|
||||||
|
|
||||||
@@ -102,8 +95,7 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
|
|||||||
|
|
||||||
GLint isCompiled = 0;
|
GLint isCompiled = 0;
|
||||||
glGetShaderiv(vertexShaderHandle, GL_COMPILE_STATUS, &isCompiled);
|
glGetShaderiv(vertexShaderHandle, GL_COMPILE_STATUS, &isCompiled);
|
||||||
if (isCompiled == GL_FALSE)
|
if (isCompiled == GL_FALSE) {
|
||||||
{
|
|
||||||
GLint maxLength = 0;
|
GLint maxLength = 0;
|
||||||
glGetShaderiv(vertexShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
|
glGetShaderiv(vertexShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
|
||||||
|
|
||||||
@@ -127,8 +119,7 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
|
|||||||
|
|
||||||
isCompiled = 0;
|
isCompiled = 0;
|
||||||
glGetShaderiv(fragmentShaderHandle, GL_COMPILE_STATUS, &isCompiled);
|
glGetShaderiv(fragmentShaderHandle, GL_COMPILE_STATUS, &isCompiled);
|
||||||
if (isCompiled == GL_FALSE)
|
if (isCompiled == GL_FALSE) {
|
||||||
{
|
|
||||||
GLint maxLength = 0;
|
GLint maxLength = 0;
|
||||||
glGetShaderiv(fragmentShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
|
glGetShaderiv(fragmentShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
|
||||||
|
|
||||||
@@ -150,8 +141,7 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
|
|||||||
|
|
||||||
GLint isLinked = 0;
|
GLint isLinked = 0;
|
||||||
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
|
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
|
||||||
if (isLinked == GL_FALSE)
|
if (isLinked == GL_FALSE) {
|
||||||
{
|
|
||||||
GLint maxLength = 0;
|
GLint maxLength = 0;
|
||||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||||
|
|
||||||
@@ -172,8 +162,8 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
|
|||||||
return program;
|
return program;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t ReloadGraphicsShader(uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
|
uint32_t ReloadGraphicsShader(
|
||||||
{
|
uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath) {
|
||||||
uint32_t newShaderHandle = CreateGraphicsShader(vertexPath, fragmentPath);
|
uint32_t newShaderHandle = CreateGraphicsShader(vertexPath, fragmentPath);
|
||||||
|
|
||||||
// Return old shader if compilation failed
|
// Return old shader if compilation failed
|
||||||
|
|||||||
@@ -6,4 +6,5 @@ uint32_t CreateComputeShader(const std::filesystem::path& path);
|
|||||||
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path);
|
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path);
|
||||||
|
|
||||||
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);
|
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);
|
||||||
uint32_t ReloadGraphicsShader(uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);
|
uint32_t ReloadGraphicsShader(
|
||||||
|
uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);
|
||||||
Reference in New Issue
Block a user