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shader_program.cpp
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shader_program.cpp
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#include <stdio.h>
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include <algorithm>
#include <stdlib.h>
#include <string.h>
#include <cerrno>
#include <GL/glew.h>
#include "utils.h"
#include "shader_program.h"
#include "planet_data_buffer.h"
static const char* DEFINE_VERTEX = "#define _VERTEX_";
static const char* DEFINE_GEOMETRY = "#define _GEOMETRY_";
static const char* DEFINE_FRAGMENT = "#define _FRAGMENT_";
static const char* DEFINE_COMPUTE = "#define _COMPUTE_";
static std::string intToString(int value)
{
char str[8] = {0};
_itoa_s(value, str, 10);
return std::string(str);
}
static GLuint compileShader(GLenum shaderType, const std::string& _code, int version)
{
std::ostringstream oss;
if (version != 0)
oss << "#version " << version << " core\n";
else
oss << "#version 430 core\n";
switch (shaderType)
{
case GL_VERTEX_SHADER:
oss << DEFINE_VERTEX << "\n";
break;
case GL_GEOMETRY_SHADER:
oss << DEFINE_GEOMETRY << "\n";
break;
case GL_FRAGMENT_SHADER:
oss << DEFINE_FRAGMENT << "\n";
break;
case GL_COMPUTE_SHADER:
oss << DEFINE_COMPUTE << "\n";
break;
default:
throw std::runtime_error("Unknown shader type");
}
oss << _code;
const std::string code = oss.str();
const GLuint shaderId = glCreateShader(shaderType);
char const* codePtr = code.c_str();
glShaderSource(shaderId, 1, &codePtr, NULL);
glCompileShader(shaderId);
GLint result = GL_FALSE;
int infoLogLength;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &result);
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &infoLogLength);
if (result == GL_FALSE)
{
printf("%s\n", code.c_str());
std::vector<char> errorMessage(infoLogLength + 1);
glGetShaderInfoLog(shaderId, infoLogLength, NULL, &errorMessage[0]);
printf("%s\n", &errorMessage[0]);
throw std::exception("Bad shader!");
}
return shaderId;
}
static GLuint linkShaderProgram(const std::vector<const ShaderStage*>& stages)
{
const GLuint programId = glCreateProgram();
for (auto it = stages.begin(); it != stages.end(); ++it)
glAttachShader(programId, (*it)->m_id);
glLinkProgram(programId);
GLint result = GL_FALSE;
int infoLogLength;
glGetProgramiv(programId, GL_LINK_STATUS, &result);
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLogLength);
if (result == GL_FALSE)
{
std::vector<char> errorMessage(infoLogLength + 1);
glGetProgramInfoLog(programId, infoLogLength, NULL, &errorMessage[0]);
printf("Error linking shader program: %s\n", &errorMessage[0]);
throw std::exception("Can't link shader");
}
return programId;
}
static GLuint linkShaderProgram(const std::vector<GLenum>& types, const std::string& code, int version)
{
std::vector<const ShaderStage*> stages;
for (auto type : types)
stages.push_back(new ShaderStage(type, code, version));
const GLuint result = linkShaderProgram(stages);
for (auto stage : stages)
delete stage;
return result;
}
std::string buildComputeShaderSource(const std::string& lib)
{
const std::string numPointsStr = intToString(PLANET_PATCH_CONSTANTS->m_verticesPerSide + 2);
const std::string numPatchesStr = intToString(PLANET_PATCH_CONSTANTS->m_patchesPerBatch);
std::stringstream oss;
oss <<
"#define NUM_POINTS " << numPointsStr << "\n" <<
"#define PATCHES_PER_COMPUTE_BATCH " << numPatchesStr + "\n\n" <<
lib << "\n\n" <<
stringFromFile("terrain_cs.glsl")
;
return oss.str();
}
ShaderStage::ShaderStage(GLenum type, const std::string& code, int version) :
m_type(type), m_id(compileShader(type, code, version))
{
}
ShaderProgram::ShaderProgram(const std::initializer_list<GLenum>& types, const std::string& code, int version) :
m_id(linkShaderProgram(types, code, version))
{
}
ShaderProgram::ShaderProgram(const std::vector<const ShaderStage*>& stages) :
m_id(linkShaderProgram(stages))
{
}
ShaderProgram::ShaderProgram(const std::initializer_list<const ShaderStage*>& stages) :
m_id(linkShaderProgram(stages))
{
}
namespace ShaderStages
{
namespace Vertex
{
ShaderStage* terrainNoAtm = nullptr;
ShaderStage* terrainInAtm = nullptr;
ShaderStage* terrainOutAtm = nullptr;
ShaderStage* bruneton_init = nullptr;
ShaderStage* bruneton_fft = nullptr;
ShaderStage* bruneton_variances = nullptr;
ShaderStage* bruneton_render = nullptr;
ShaderStage* simpleWater = nullptr;
ShaderStage* skyInAtm = nullptr;
ShaderStage* skyOutAtm = nullptr;
ShaderStage* skyBox = nullptr;
void initialise()
{
terrainNoAtm = new ShaderStage(
GL_VERTEX_SHADER,
std::string("#define ATMOSPHERE 0\n") +
stringFromFile("terrain_vs.glsl")
);
terrainInAtm = new ShaderStage(
GL_VERTEX_SHADER,
std::string("#define ATMOSPHERE 1\n") +
std::string("#define OUTSIDE_ATMOSPHERE 0\n") +
stringFromFile("terrain_vs.glsl")
);
terrainOutAtm = new ShaderStage(
GL_VERTEX_SHADER,
std::string("#define ATMOSPHERE 1\n") +
std::string("#define OUTSIDE_ATMOSPHERE 1\n") +
stringFromFile("terrain_vs.glsl")
);
/*
bruneton_init = new ShaderStage(
GL_VERTEX_SHADER,
stringFromFile("bruneton_init_vs.glsl")
);
bruneton_fft = new ShaderStage(
GL_VERTEX_SHADER,
stringFromFile("bruneton_fft_vs.glsl")
);
bruneton_variances = new ShaderStage(
GL_VERTEX_SHADER,
stringFromFile("bruneton_variances_vs.glsl")
);
bruneton_render = new ShaderStage(
GL_VERTEX_SHADER,
stringFromFile("bruneton_render_vs.glsl")
);
*/
simpleWater = new ShaderStage(
GL_VERTEX_SHADER,
stringFromFile("simplewater_vs.glsl")
);
skyInAtm = new ShaderStage(
GL_VERTEX_SHADER,
std::string("#define OUTSIDE_ATMOSPHERE 0\n") +
stringFromFile("sky_vs.glsl")
);
skyOutAtm = new ShaderStage(
GL_VERTEX_SHADER,
std::string("#define OUTSIDE_ATMOSPHERE 1\n") +
stringFromFile("sky_vs.glsl")
);
skyBox = new ShaderStage(
GL_VERTEX_SHADER,
stringFromFile("skybox_vs.glsl")
);
}
}
namespace Geometry
{
ShaderStage* bruneton_fft = nullptr;
void initialise()
{
bruneton_fft = new ShaderStage(
GL_GEOMETRY_SHADER,
stringFromFile("bruneton_fft_gs.glsl")
);
}
}
namespace Fragment
{
ShaderStage* terrainNoAtm = nullptr;
ShaderStage* terrainAtm = nullptr;
ShaderStage* bruneton_init = nullptr;
ShaderStage* bruneton_fftx = nullptr;
ShaderStage* bruneton_ffty = nullptr;
ShaderStage* bruneton_variances = nullptr;
ShaderStage* bruneton_render = nullptr;
ShaderStage* simpleWater = nullptr;
ShaderStage* sky = nullptr;
ShaderStage* skyBox = nullptr;
void initialise()
{
terrainNoAtm = new ShaderStage(
GL_FRAGMENT_SHADER,
std::string("#define ATMOSPHERE 0\n") +
stringFromFile("terrain_fs.glsl")
);
terrainAtm = new ShaderStage(
GL_FRAGMENT_SHADER,
std::string("#define ATMOSPHERE 1\n") +
stringFromFile("terrain_fs.glsl")
);
/*
bruneton_init = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("bruneton_init_fs.glsl")
);
bruneton_fftx = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("bruneton_fftx_fs.glsl")
);
bruneton_ffty = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("bruneton_ffty_fs.glsl")
);
bruneton_variances = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("bruneton_variances_fs.glsl")
);
bruneton_render = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("bruneton_render_fs.glsl")
);
*/
simpleWater = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("simplewater_fs.glsl")
);
sky = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("sky_fs.glsl")
);
skyBox = new ShaderStage(
GL_FRAGMENT_SHADER,
stringFromFile("skybox_fs.glsl")
);
}
}
namespace Compute
{
ShaderStage* terrainGenRidgedMF = nullptr;
ShaderStage* terrainGenLibnoise = nullptr;
void initialise()
{
// Need to compile in the number of vertices and patches per batch
terrainGenRidgedMF = new ShaderStage(
GL_COMPUTE_SHADER,
buildComputeShaderSource(
stringFromFile("lib_ridgedmf.glsl") + "\n" +
stringFromFile("lib_gustavsson_perlin.glsl")
)
);
terrainGenLibnoise = new ShaderStage(
GL_COMPUTE_SHADER,
buildComputeShaderSource(stringFromFile("lib_libnoise.glsl"))
);
}
}
void initialise()
{
printf("Compiling shaders!!!!!!!!!!!!!!!!!!!\n");
Vertex::initialise();
Geometry::initialise();
Fragment::initialise();
Compute::initialise();
printf("Compiled shaders!!!!!!!!!!!!!!!!!!!\n");
}
}